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The document details the exclusive rules for the Army Group South game, focusing on the Battle of Kiev during World War II. It outlines game setup, sequence of play, unit integrity, supply lines, and victory conditions, emphasizing the unique aspects of the simulation. The game represents a division/regiment level simulation of the German Blitzkrieg campaign from August to September 1941, culminating in a significant Soviet encirclement.
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f Moment in Conflict #5
From the Army Group South Game SystemARMY GROUP SOUTH
KIEV
The Battle of
Encirclement, 1941.
EXCLUSIVE RULES
Copyright © 1979, Simulations Publications, Inc., New York, N.Y., 10010
17.0 INTRODUCTION
18,0 SETTING UP THE GAME
18.1 Soviet Set-Up; 18.2 German Set-Up.
19.0 ADDITIONS AND CHANGES TO THE
STANDARD RULES
19.1 Sequence of Play; 19.2 Units and Markers;
19.3 Rail Capacity; 19.4 Overrun; 19.5 Terrain
Effects; 19.6 Soviet Units and Combat Results;
19.7 Retreats; 19.8 Supply; 19.9 Mud.
20.0 DIVISIONAL INTEGRITY
20.1 Restrictions and Divisional Integrity; 20.2
Gross Deutschland Integrity Bonus.
21.0 GERMAN LEADERS
22.0 STALIN’S DIRECTIVE,
22.1 Effects of the Directive; 22.2 Relieving Units.
23.0 REINFORCEMENTS:
23.1 Soviet Reinforcements; 23.2 German
Reinforcements,
24.0 VICTORY CONDITIONS
24.1 Victory Points for Controlling Town and
City Hexes; 24.2 Victory Points Awarded to the
Soviet Player; 24.3 Victory Points Awarded to the
German Player.
25.0 PLAY-BY-MAIL
2.1 Changes to the Exclusive Rules for Play-by-
Mail; 25.2 Play-by-Mail Procedure
[17.0] INTRODUCTION
Kiev is a division/regiment level simulation of the
German Blitzkrieg campaign that started 29
August 1941 and ended 26 September 1941. It end-
ed with the largest encirclement in history: 665,000
Soviets were destroyed; 3718 guns and 884 ar-
mored fighting vehicles captured; and the remains
of the great Soviet prewar army of April 1941 was
finished as a fighting force. If Russia would ever
win the war it would have to be by using her vast
resources and reserves to build an entire new army
tocombat the Nazis.
Each Game-Turn is equivalent to two days of real
time, Each hex on the map represents 8 kilometers
from side to side.
[18.0] SETTING UP
THE GAME
GENERAL RULE:
After deciding which side each Player will play,
the Soviet and Axis units are sorted by type. Those
units that represent the forces present at the start
of the game are placed on the map. The Soviet
Player sets up his units first, then the Axis Player
sets up his units.
CASES:
[18.1] SOVIET SET-UP
‘The Soviet Player first divides his units into three
piles: tried combat units (those with no markings
on the reverse side), HQ units, and untried units.
All the untried units are set aside for the time be-
ing; they are brought into play as reinforcements,
He then places all of the tried combat units and the
HQ units in the hexes on the map that match the
hex printed on each counter. Note that three of the
HQ units are not placed on the map; they arrive as,
reinforcements. A total of 60 Soviet units are set
up before play.
[18.2] GERMAN SET-UP
Ther German Player divides his units into three
piles: units with a hex number printed on them,
units with a Game-Turn and Entry Area letter
printed on them, and units with rpl printed on
them. Units in the latter two categories are not
placed on the map initially; they are either rein-
forcement units or replacements. All units with a
hex number printed on them are placed in the mat-
ching hex on the map, with the hex number face
up. A total of 41 German units are set up before
play.
[19.0] ADDITIONS AND
CHANGES TC THE
STANDARD RULES
GENERAL RULE:
‘The following rules are changes and amendments
to the Standard rules of Army Group South that
are necessary for the play of Kiev. In addition,
Sections 20.0 thru 22.0 present new concepts
which are used in the game. Unless specifically
altered by these rules, all the Standard rules apply
in full
CASES:
[19.1] SEQUENCE OF PLAY
[19.11] The Soviet Player is the first player and
the German Player is second in every Game-Turn,
[19.12] There are 13 Game-Turns in a complete
game of Kiev.
[19.13] There is no Mechanized Movement Phase
during the Soviet Player-Turn, This Phase should
be dropped from the Sequence of Play (4.2). The
Soviet Player may move his units only in the Initial
Movement Phase of his Player Turn,
{19.14] There is no Air Power Phase in either
Player-Turn. This Phase should be dropped from
both Player-Turns in the Sequence of Play.
Neither Player has Air Points to expend in Kiev.
Section 14.0 of the Standard rules should be ig-
nored.
[19.2] UNITS AND MARKERS
[19.21] There are no Axis-Allied units in Kiev.
[19.22] Disruption markers have not been provid-
ed with the game. Units do not become disrupted if,
they suffer an adverse result while defending
against an overrun (exception to Case 6.3).
[19.23] Out of Supply markers have not been pro-
vided with the game. Units that are out of supply
should be recorded ona separate sheet of paper, or
blank counters from another game may be used to
indicate that units are out of supply.
[19.24] The third step of German infantry divi-
sions that start the game with a strength of 5-7-7
are represented by 1-2-7 German infantry divisions
without unit designations. These units are marked
rpl. Any 1-2-7 unit can be used asa third step for a
5-7-7 infantry division.
[19.3] RAIL CAPACITY
Only the Soviet Player may move units by rail.
Soviet units being moved by rail may enter any
non-German-occupied or -controlled rail hex. The
German Player may not move any of his units by
rail movement. A unit being moved by rail may be
moved a maximum of 25 rail hexes in a single In-
itial Movement Phase. The Soviet Player may
move up to eight units (including reinforcements)
by rail per Game-Turn.
[19.4] OVERRUN
[19.41] Overruns may only be conducted by
mechanized units (including armor, motorized in-
fantry and cavalry). Infantry units may not be us-
ed to overrun (exception to Section 6.0).
[19.42] Units that suffer an adverse result while
defending against Enemy overrun are not
disrupted. There is no disruption in Kiev (excep-
tion to Case 6.3)
[19.43] HQ units and German Leaders (see Sec-
tion 21.0) may add their leadership rating of units,
they are stacked with that are being used to con-
duct an overrun in accordance with Case 11.37
The Leadership Rating would nor be halved when
calculating the strength of the overrunning units.
This is an exception to Case 6.17.
[19.5] TERRAIN EFFECTS
[19.51] A unit may never be moved across a major
rivet hexside directly into a swamp hex, unless that,
hexside is traversed by a road or the unit is being
moved by rail. This does not apply to advance
after combat, nor does it apply to a unit being
moved from a swamp hex across a major river into
anonswamp hex.
[19.52] A unit may not be retreated across a major
river hexside unless that hexside is traversed by a
239P12road or rail road. If the unit has no other possible
retreat route, it must take step losses instead (ex-
cept to Case 9.78).
[19.53] Any supplied units in hex 0319 (Kiev city)
have their Defense Strength tripled (not doubled).
If the units are out of supply, their Defense
Strength is doubled (since their Defense Strength is
already halved for being out of supply, they would
in effect defend at face value).
[19.6] SOVIET UNITS
AND COMBAT RESULTS
[19.61] Whenever an overrun or combat reveals
an untried unit to be a unit with an asterisk (*), the
Soviet Player loses his option to take step losses to
fulfill the results of the combat or overrun (except
when an engaged is rolled). Units in that battle
must be retreated (if called for by the Combat
Results Table) even if it would mean the elimina-
tion of some or all the Soviet units involved.
[19.62] Once a unit with an asterisk becomes tried
(that is, has survived its first combat or overrun),
the asterisk is ignored for any further combat.
Thus, only in a situation where an asterisk unit is
actually revealed does the Soviet Player lose the
option to take step losses
[19.63] Soviet units with a Defense Strength of
zero (see Case 13.3) are not automatically
eliminated when revealed. If all the Soviet uni
volved in a combat or overrun are revealed to be
no-strength units, they would be eliminated.
Otherwise, the combat takes place normally.
[19.64] No-strength units may be used to absorb
step losses.
[19.65] If all the attacking units inyolved in a
combat or overrun have a total strength of zero,
the attack does not take place and the attacking
units are automatically eliminated. In attacks in
conjunction with other units, no strength units
may be involved (for purposes of taking step
losses),
[19.66] All Soviet HQ units use one half of their
Leadership Rating as their Defense Strength (see
Case 11.38). Fractions are rounded down,
[19.67] A Zone of Control exerted by a Soviet HQ
unit does not inhibit the tracing of Enemy supply
or the retreat of Enemy units, HQ units are con-
sidered not to exert a Zone of Control for these
purposes (exception to Case 11.35). HQ units do
exert a Zone of Control that affects Enemy move-
ment, Enemy units must stop moving when they
enter a hex controlled by an HQ units and may not
Teave that hex except as a result of overrun or com-
bat.
[19.7] RETREATS
If a Player decides (or is required) to retreat his
units rather than taking step losses, his units are
retreated by the Enemy Player. This is an excep-
tion to Case 9.72 of the Standard rules, However,
the Enemy Player may not retreat the units in such
away that they would be eliminated by the retreat,
if an alternate safe retreat path is available. All the
restrictions of Case 9.7 apply in full when
retreating Enemy units,
[19.8] SUPPLY
[19.81] German supply lines may be of any length,
[19.82] German supply lines must be traced to any
non-Soviet-occupied map-edge hex along the
north, west, and/or south sides of the map that
contain a road running off the mapsheet (except
hexes in Area N).
[19.83] Soviet supply lines are based on the Com-
mand Radius of Soviet Army and Army Group
HQ’s as outlined in the Standard rules. These HQ
units must then be able to trace a line of supply toa
Soviet supply source,
[19.84] Soviet supply sources include any non-
German-controlled map-edge hex along the
eastern side of the mapsheet containing a road or
railroad leading off the mapsheet contained in
Areas K, L, M or N.
[19.85] All Soviet Units are in supply for move-
ment and combat during the entire first turn of the
game (unless they have their supply cut off by Ger-
man Zones of Control and/or swamp hexes/ma-
jor river hexsides during the German Player-
Turn). Thus, during the first Game-Turn, Soviet
supply lines may be-of any length so long as the
supply line can be traced to a supply source.
[19.9] MUD
Game-Turns 8 and 9 are considered mud Game-
Turns and are so marked on the Game-Turn
Record Track on the map. During these two
Game-Turns, the following movement restrictions
are in effect:
© All units except cavalry units have their Move-
ment Allowance halved (round fractions down).
* All cavalry units have a Movement Allowance
of six.
* The German Player has no Mechanized Move-
ment Phase (the Soviet Player never does).
[20.0] DIVISIONAL
INTEGRITY
GENERAL RULE:
The German Player gains a divisional integrity
combat bonus if regiments of the same division are
stacked (ugether, Regiments can be recognized ay
belonging to the same division whenever the large
number to the right of the slash (/) on the unit
designation is the same.
PROCEDURE:
‘Whenever two or more regiments of the same divi-
sion are stacked together in the same hex all of the
regiments of that division in that hex have their at-
tack and defense strengths doubled.
CASES:
[20.1] RESTRICTIONS
ON DIVISIONAL INTEGRITY
[20.11] 1f a German leader (see Section 21.0) or a
German unit not belonging to the division is stack-
ed with two or more units of a divsion, only the
units belonging to the division ere doubled. The
non-divisional units add only ‘their face-value
strengths to the stack,
[20.12] Divisions represented by a single counter
(infantry) and German Leaders are not eligible for
Divisional Integrity.
2B
[20.2] GROSS DEUTSCHLAND | 3.2-10
INTEGRITY BONUS
The motorized infantry regiment Gross
Deutschland (GD) may be used as a regiment for
any division eligible for the divisional integrity
combat bonus. If it is stacked with any German
mechanized regiment, both GD and the other regi-
ment are doubled for attack and defense. If GD is
stacked with regiments from two different
mechanized divisions, only one of the regiments
would be doubled, at the German Player’s choice.
[21.0] GERMAN LEADERS
GENERAL RULE:
‘The German Player is provided with two leader
counters: Guderian and Kliest. These represent the
command of the Second Panzer and First Panzer
Armies respectively. German Leaders have
capabilities similar to Soviet HQ units but do not
coordinate German Supply.
PROCEDURE:
German Leaders may add their Leadership Rating
to the Attack (or overrun) Strength of German
units with which they are stacked. Leaders use one
half of their Leadership Rating as their Defense
Strength. However, unlike Soviet HQ units,
leaders may add that Defense Strength to the
Defense Strength of German units with which they
are stacked. German leaders exert a Zone of Con-
trol identical to that of Soviet HQ units (see Case
19.67) and are subject to all rules concerning
Soviet HQ units in Section 11.0, except that they
haveno bearing on German supply.
[22.0] STALIN’S DIRECTIVE
COMMENTARY:
Hitler’s no retreat order at Stalingrad and
elsewhere is well known. Less well known is that
Stalin was prone to similar fits of insanity.
Frustrated by mounting casualties and crumbling
fronts, Stalin, on 9 September 1941, in a fit of
temper, issued his famous “stand-fast-and-die”
order. Consequently the already weakened Soviet
armies effectively lost their ability to react to Ger-
man breakthroughs in their rear areas,
GENERAL RULE:
During Game-Turns 7 through 13 the stand-fast
order could be in effect. Game-Turns 7-9 are
automatically affected by the Stand-fast order,
and all of the rules listed under this section are in
effect. At the beginning of Game-Turn 10 and
cach turn thereafter the Soviet Player rolls the die.
If the stand-fast order was in effect during the
previous Game-Turn he adds one to the result. If
the modified die roll is 1-4 inclusive, the stand-fast
rule is in effect for that Game-Turn. When the
stand-fast rule is in effect, the Soviet Player only is,
restricted in movement.
CASE!
[22.1] EFFECTS OF THE DIRECTIVE
Soviet units may only move along the hexrow they
are in (ie., a hexrow running north-south) or toa
lower numbered hexrow unless one of the follow-
ing conditions is me
1, the unit is “relieved” by a Soviet unit from a
higher numbered hexrow (see 22.2) or,
2. the unitis west of the Seim-Desna-Dnieper river
(minor or major river running from hexsides
2302/2401 to 2432/2433 inclusive) or,
3. the unit is a Soviet HQ unit.
{22.2] RELIEVING UNITS
A unit relieves another unit by moving from a
higher numbered hexrow to the hex containing the
unit it intends (o relieve. It must stop on that hex
and may not continue moving during that Move-
ment Phase.
{22.21} A unit may only relieve one other unit per
turn. That is, one unit could not relieve more than
one unit in another hex.
22.22] A unit may be moved by rail or road in any
direction as long as it ends its move in the same or
lower numbered north-south hexrow.[22.23] The relieving unit may not be a Soviet HO
unit.
(22.24) The Soviet Player may always retreat, ad-
vance after combat, and/or overrun with his units
in any direction, The stand-fast-and-die order ap-
plies only to all movement except any hex in which
an overrun is conducted in,
[22.25] Units that are not relieved but able to
move may use any combination of movement:
along the same hexrow, to a lower numbered hex-
row, or road movement (or rail movement ex-
clusively) so long as the unit ends its movement on
the same hexrow or a lower numbered hexrow.
[23.0] REINFORCEMENTS +
GENERAL RULE:
Both Players receive reinforcements, These may
be placed on any map edge hex containing a road
(or railroad for Soviet reinforcements) that is part
of the entry area printed on the counter (in the case
_ of German units) or in the Soviet Reinforcement,
Schedule (23.1). Any number of reinforcement
units may be placed in any given entry hex so long
as the entry hex does not contain an Enemy unit,
Reinforcements may not be withheld; they must be
brought into play on the turn they are scheduled to
enter.
CASES:
[23.1] SOVIET REINFORCEMENTS
All Soviet reinforcements are drawn from the Un-
tried units the Soviet Player set aside when he set
up for play (exception: The three Soviet HQ rein-
forcement units are not placed on the map in an
Untried state.) When the Soviet Player takes his
reinforcements he draws units of the appropriate
type from among the Untried units and places
them in any road or railroad hex of the entry area
listed for that unit. Soviet reinforcements enter as
follows:
Game-Turn 1: Five infantry and three armor units
in areas K through N.
Game-Turn 2: Six infantry units and the 38 Army
HQinareas K through N.
Game-Turn 3: Three infantry, one cavalry, one ar-
mor unit, and the 17 Army HQ in areas K through
N.
Game-Turn 4: Six infantry, two cavalry and one
armor unit and the 37 Army HQ in areas K
through N.
Game-Turn $: Five infantry and four armor units
inareas L or M.
Game-Turn 6: Five infantry, one cavalry and one
armor unit in areas L or M.
Game-Turn 7: Seven infantry units in areas L or
M.
Game-Turn 8: One infantry unit in area M.
Game Turn 9: One cavalry unit in areaM.
Game Turn 10: One armor unit in area M.
[23.2] GERMAN REINFORCEMENTS
All German reinforcements have a Game-Turn
number and an entry area printed on each unit.
For example: 2B” means that the unit is placed
on any road hex in entry area B on Game-Turn 2.
All German reinforcements are brought into play
at their highest printed strength level.
[24.0] VICTORY CONDITIONS
GENERAL RULE:
Players win the game based on Victory Points
allocated at the end of Game-Turn Thirteen (the
end of the game). Players gain Victory Points for
controlling cities and towns (being the last Player
to have a unit move through the hex or occupy it,
not by placing the hex in its zone of control) and
eliminating enemy units.
PROCEDUR!
At the end of Game-Turn thirteen, Players total
the number of Victory Points based on the Cases
below. The German Player starts the game con-
trolling city hexes 0602 and 1329. All other town
and city hexes are controlled by the Soviet Player.
If the total number of Victory Points that the Ger-
man has is at least /33 Vietory Points more than
the Soviet Player total, the German Player wins.
Any other result is a Soviet victory,
CASES
[24.1] VICTORY POINTS
FOR CONTROLLING TOWN
AND CITY HEXES
Both Players are awarded the same number of Vie-
tory Points for controlling town and city hexes: 25
Victory Points for Kiev (0319); 10 Victory Points
for each other city hex; 5 Victory Points for each
town hex.
[24.2] VICTORY POINTS AWARDED
TO THE SOVIET PLAYER
The Soviet Player is awarded Victory Points for
eliminating German units as follows:
25 Victory Points for cach Panzer division (all
component units) that is completely eliminated
20 Victory Points if the 2Pz HQis eliminated
45 Victory Points __ if all three units of the SSR
Mot division are eliminated
10 Victory Points if both units of any motoriz-
ed infantry division are eliminated
10 Victory Points if 1P2 HQis eliminated
8 Vietory Points for any Panzer regiment
(without eliminating the entire three regiment divi-
sion) that is eliminated
5 Vietory Points for each infantry, cavalry
and/or motorized infantry regiment (without
eliminating the entire division) that is eliminated,
[24.3] VICTORY POINTS AWARDED
TO THE GERMAN PLAYER
The German Player is awarded 10 Victory Points
if the AGSW HQ is eliminated and 1 Victory Point
for each other Soviet unit eliminated. Soviet units
that are out of supply at the end of the Game are
considered eliminated for Victory Point purposes.
[25.0] PLAY-BY-MAIL
(Optional)
COMMENTARY:
The following rule modifications have been in-
cluded for those Players who wish to play Kiev by
mail. These rule modifications are only used in
play-by-mail. Although this method of playing the
game takes more time and writing, many players
find play-by-mail both a challenge and an exciting
way to play opponents not in their immediate
vicinity.
GENERAL RULE:
Play-by-mail utilizes a computerized format of
writing directions for movement, overrun, com-
bat, advance after combat, and retreating Enemy
units. Instead of die rolls to resolve combat and
overruns, the closing stock results found in the
daily newspaper provide the necessary randomiza-
tion for the CRT.
PROCEDURE:
Players must record movement at the Initial Move-
ment Phase in one letter, combat ina second letter,
and mechanized movement (German only) in a
third letter. A Play-by-mail procedure has been in-
cluded Case 25.2 to help players get into a play-by-
mail game with as few errors as possible,
CASES:
[25.1] CHANGES TO THE EXCLUSIVE
RULES FOR PLAY-BY- MAIL
25.11] The Soviet Player loses his option to retreat,
in any combat or overrun that involves an asterisk
unit. This rule applies during the entire game.
Since asterisk units are not ‘‘revealed’” as in the
person-to-person game, the loss of a retreat option
occurs whenever an asterisk unit is involved in an
overrun or combat.
[25.12] Soviet reinforcement units enter the map
already tried according to the following Reinforce-
ment Chart (Historical Reinforcement):
Game-Turn One: 132,135,193,195,292 infantry,
131 motorized, 19 & 41 tank
Game-Turn Two: 75,187,200,282,307, and 28
mountain infantry
Game-Turn Three:
cavalry, 110 tank,
Game-Turn Four: 24,110,137,171,295,23NKVD
infantry, 2 & 14 cavalry, 215 morotized
Game-Turn Five: 121,148,175,284,304 infantry,
81 & 240 motorized, 20& 35 tank
Game-Turn Six: 146,147,199,206,227 infantry,
137 cavalry, 212 motorized
3,15,97,116,190,264,289 in-
165,224,228 infantry, 34
Game-Turn Seven:
fantry
Game-Turn Eight: SNKVD infantry
Game-Turn Nine: 128 cavalry
Game-Turn Ten: 3 tank
[25.13] All units that start the game on the map
should be placed in the exact hexes indicated in the
set-up. Units should not be substituted for units
with the exact same Attack and Defense Strength
and Movement Allowance,
[25.2] PLAY-BY-MAIL PROCEDURE
The following procedure is recommended for
Play-by-mail of Kiev. It could be used for play-by-
mail of any other game in the quad once the
historical reinforcement rate is used. Each Ger-
man Player-Turn requires three letters (move-
ment, combat, mechanized movement) and each
Soviet Player-Turn requires two (movement and
combat.)
[25.21] A Player records the movement of units
(or stacks of units) one at a time by listing the unit
being moved, followed by the hexes he intends to
move it into, followed the number of movement
points expended to move it into that hex. If a
unit(s) is used for an overrun, the word “overrun”?
should be written after the hex. A player may wish
to list alternatives in the movement of units based
on what happens in a given overrun, If no alter-
natives are listed, the rest of the movement pro-
ceeds along the primary line of instructions (if
possible.)
[25.22] To resolve overruns, the Player receiving
the letter uses the newspaper giving the final tran-
sactions in the stock exchange for the next stock
transaction date after the postmark found on the
letter. To resolve the first overrun listed, the player
receiving the letter locates the first stock (in
alphabetical order) with a sales-in-hundreds of,
three or more digits. He divides the sales-in-
hundreds by six and uses the remainder as the dieroll (no remainder results in a roll of six). The next
overrun is resolved by use of the next stock with a
sales-in-hundreds with three or more digits in the
same manner as the first; the third overrun is,
resolved using the third stock, etc,
[25.23] All directions for the retreat of Enemy
units by the Player moving must be in writing, If
he fails to record where units are to retreat, the
Player receiving the letter makes the decision.
[25.24] Asa rule of thumb any retreat not written
down is resolved by the Player resolving the move.
Any illegal move does not take place (due to lack
of movement points). Any unit a Player forgets to
move does not move. In effect, a Player moving is
writing down his move as if he were conducting a
‘campaign with written orders. The more thorough
heis, the less errors he will make,
{25.25] Players record combat one attack at a
time, listing the attacking and defending units,
how the units will retreat‘and advance, and alter-
nate attacks based on the result of a previous at-
tack. If no alternative is listed, the next attack
written down occurs second, etc. Combat is resolv-
ed the same way that overrun is resolved, one bat-
tle at a time using the stock results for the closing
date of the next stock transaction date after the
postmark,
[25.26] As with movement, any direction not
listed should be taken advantage of by the Player
receiving the letter. Illegal combat and advances
do not take place.
PLAYER’S NOTES
‘As mentioned in the Designer’s Notes, Kiev is an
intricate game. The subtleties of the strategies and
tactics available to both players combine to make
Kieva very involved and absorbing game if you are
an expert positional player, rather than a unit,
pusher. Expect to spend as much time on this game
as you would on a larger game.
German Notes
‘As one might expect, the German player must app-
ly pressure in as many areas as possible, probing,
the weak points. The judicious selection of target,
areas and the use of all units is a must.
‘The German Player will quickly find that massive
breakthroughs are not only difficult to obtain in
the early turns, but if, by good fortune, one is ob-
tained, the German Player will be hard-pressed to
exploit it. Kiev is interesting in that, for a game on
a battle so early in the war, the Soviets have an ex-
cellent local counterattack capability. German
Panzer formations are rather brittle as well. These
points combine to allow the Soviets to pinch off
advancing German units if they are advanced too
far, This problem is especially crucial if German
infantry is not available to take casualties. (Note:
This situation may surprise some gamers who
might have expected that Kiev was a romp for the
Germans because of all the publicity about how
many prisoners were taken, However, the German
formations, especially the Panzers, were short of
‘equipment and supplies and tired from the cons-
tant combat and advances of the past month.
A note about the Panzer forces: do not split up
Guderian’s or von Kleist’s mobile forces. Doing so
reduces their effectiveness almost exponentially.
Keep them as mobile as possible by using the Ger-
man second impulse to disengage. Guderian’s ad-
vance is slow but inexorable, Von Kleist’s entry
will liven things up quite a bit, so don’t get impa-
tient. The Soviets can adequately defend against a
thrust on one side of the bulge, but not on two.
One of the more interesting aspects of Kiev is the
terrain. Avoid it!! — especially the NE
woods/swamp area. This area looks inviting, buta
few well placed Soviet units can make moving in
this area like swimming in molasses. In general,
swamps should be avoided because they block sup-
ply lines.
‘The German Player can probably win the game by
being patient and careful. He must use good tac-
tics and implement a broad front strategy of cap-
turing Kiev and all but two of the other town/city
hexes while sustaining a minimum of casualties.
Soviet Notes:
The Soviet player has the usual role of reacting to
what the German player does, but he does have a
number of alternatives. The Soviets have a good
local counterattacking capability which should be
used to blunt any German attempts at
breakthroughs. The Soviets must not get over-
anxious, however. Counterattacks should only be
made when German units can be surrounded, the
units are weak, or, of course, when Victory Points
are at stake. The Soviets must be massed (i.e. 6 or
more Soviet units attacking unless all Soviet
strengths are known). The last thing you want as
the Soviet Player is to get an asterisk unit in a weak
attack and have to retreat (remember, the winner
retreats all units in an attack),
The Soviet ability to blunt breakthroughs is fur-
ther enhanced by the veritable masses of rein-
forcements the Soviet player gets in the early
turns. These reinforcements can serve to correct a
number of deficiencies in the Soviet position. For
the most part, they are usually committed to the
flanks of the bulge, or kept in reserve. If they are
sent too far forward, the Stalin Directive will make
it very difficult to withdraw them.
The first Soviet turn is crucial. All Soviet units are
in supply for all of Game-Turn one. Starting
Game-Turn two they must be able to trace supply
to a headquarters unit. It is therefore imperative
that the Soviet Player position his HQs in such a
way as to garner the maximum supply range for
Game-Turn two. Although it looks hard, it can be
done. Think of the problem as a puzzle with many
correct answers. Whatever you do as the Soviet
Player, do not put Soviet HQs in the front lines on
‘Game-Turn One or any other Game-Turn unless it
becomes a matter of life or death. They are too
valuable.
‘The Major River should be covered with stacks of
2 or 3 units as often as possible. This strategy will
allow you to cope with most all adverse combat
results and will keep the German on the “right”
side of the major river until von Kleist’s entry. The
major river crossing rule is crucial in this regard
because this rule does not allow crossings into the
Zones of Control of Enemy units that are adjacent
to the major river, Sometimes, due to the bend of
the river, this rule will allow the Soviet Player to
guard many hexes of river front with just one
stack.
Most of the strong Soviet units should be sent to
the northern flank of the bulge at the beginning of
the game. This position is where Guderian will be.
Turn six should be spent withdrawing units from
the western sectors without giving the Germans an
easy time. Turn seven starts Stalin Directive which
will make removal of these western units very dif-
ficult, if not impossible, These withdrawn units
plus the turn six reinforcements should be used to
construct a defensive line around Lubny and the
swamps west of it in order to contain von Kleist.
‘The Stalin Directive and the relieving rules are very
interesting and do tend to cut down on Soviet in-
terior line mobility. Turn five and six rein-
forcements should be held in the eastern map areas
for these reasons. The mud turns on Game-Turns
Seven and Eight will effectively end most of the
German advances for those two turns, allowing
the Soviets to reposition a few extra units which
might be just enough to stabilize the line,
Once the mud turns are over, watch out. By this
time the Germans will be able to move most
handily in just about any direction. Hopefully
Soviet losses will not have been too devastating,
allowing the Soviets to construct a decent second
line of defense, Guderian’s and von Kleist’s panzer
forces will be exerting a lot of pressure and Kiev
will very probably fall, It is the Soviet player’s task
to prevent the German Player from taking all but
two towns/cities,
One note about retreating German panzer divi-
sions. Always retreat the individual regiments as
many hexes as possible. This tactic will prevent the
German player from using divisional integrity for
strong overruns in his subsequent Movement
Phase,
If the game has been played well by both sides, it
should be a tense race to the finish. If the German
player has captured Kiev and all but two town/city
hexes, and the Soviets have suffered heavy
casualties while the German suffers minimal
losses, the German Player will probably win. If the
Soviet Player can preserve a fair amount of his
army and hold onto two or more town/city hexes,
he will probably win. The Soviet Player should not
be too concerned about losses in the beginning. He
will lose a lot of troops. Losses should stabilize in
the middle game. How the Soviet Player handles
the middle game will determine whether his losses
g0 way up or stay stable in the end game. Under no
circumstances should the Soviet Player give up as
long as he holds at least two town/city hexes. His
high rate of reinforcements will keep him in the
game,
DESIGN CREDITS:
Game Design and Development: Joseph
Angiolillo
Physical Systems and Graphics:
Redmond A. Simonsen
Game Development: Sohn Butterfield
Playtesters: Mike Vitale, Tom Hamilton, John
Marston, Lee Enderlin
Production: Orhan Agis, Robert A. Degni,
Rosalind Fruchtman, Ted Koller, Manfred F.
Milkuhn, Bob RyerARMY GROUP SOUTH
STANDARD RULES
for the games
KIEV, ROSTOV, KORSUN, OPERATION STAR
Copyright © 1979, Simulations Publications, Inc., New York, N.Y., 10010
Read this First:
The rules of this SPI simulation game are organized in a
format known as the Case System. This system of
organization divides the rules into Major Sections (each of
which deals with an important aspect of play). These Sec-
tions are numbered sequentially as well as being named.
Each of these Major Sections is introduced by a General
Rule, which briefly describes the subject of the Section.
Many times this General Rule is followed by a Procedure
which describes the basic action the Player will take when
using the rules in that Section. Finally, the bulk of each
Major Section consists of Cases. These are the specific,
detailed rules that actually regulate play. Each of these
Cases is also numbered. The numbering follows a logical
system based upon the number of the Major Section of
which the Cases are a part. A Case with the number 6.5,
for example, is the fifth Primary Case of the sixth Major
Section of the rules. Many times these Primary Cases are
further subdivided into Secondary Cases. A Secondary
Case is recognizable by the fact that it has two digits to the
right of its decimal point. Each Major Section can have as
many as nine Primary Cases and each Primary Case can
have as many as nine Secondary Cases. The numbering
system is meant as an organizational aid. Using it, Players
can always easily tell where a Case is located in the rules.
As a further aid, an outline of the Major Sections and
Primary Cases is given at the beginning of the rules.
How the Section and Case Numbers Work:
‘Major Section Number
J w——— Primary Case Number
‘ [6.53]<— Secondary Case Number
The preceding example would be the number of the third
Secondary Case of the fifth Primary Case of the sixth Ma-
jor Section of the Rules.
How to Learn to Play the Game:
Familiarize yourself with all of the components. Read all
of the General Rules and Procedures and read the titles of
the Primary Cases. Set up the game for play (after reading
the pertinent Section) and play a trial game against
yourself referring to the rules only when you have a ques-
tion. This procedure may take you a few hours, but it is
the fastest and most entertaining way to learn the rules
short of having a friend teach them to you. You should
not attempt to learn the rules word-for-word. Memorizing
all that detail is a task of which few of us are capable. SPI
rules are written to be as complete as possible — they’re
not designed to be memorized. The Case numbering
system makes it easy to look up rules when you are in
doubt. Absorbing the rules in this manner (as you play) is
a much better approach to game mastery than attempting
to study them as if cramming for a test.
We hope you enjoy this SPI game. Should you have any
difficulty interpreting the rules, please write to SPI,
phrasing your questions so that they can be answered by a
simple sentence, word, or number. You must enclose a
stamped, self-addressed envelope. We cannot guarantee a
proper answer should you choose to phone in your ques-
tion (the right person is not always available — and since
SPI has published hundreds of games, no one individual is
capable of answering all questions). Write to:
SPI
Rules Questions Editor for Army Group South Quad
257 Park Avenue South
New York, N.Y. 10010
1.0 INTRODUCTION
2.0 HOW TO PLAY THE GAMES
3.0 GAME EQUIPMENT
3.1 The Game-Map and Charts; 3.2 The Playing
Pieces; 3.3 Parts Inventory
4.0 SEQUENCE OF PLAY
4.1 The Game-Turn; 4.2 Game-Turn Sequence
Outline
5.0 MOVEMENT
5.1 How to Move Units; .2 Movement Inhibi-
tions and Prohibitions; 5.3 Rail Movement
6.0 OVERRUN
6.1 Restrictions on Overruns; 6.2 Resolution of
Overruns; 6.3 Disruption
7.0 STACKING
8.0 ZONES OF CONTROL
8.1 Extent of Zones of Control; 8.2 Effects af
Zones of Control
9.0 COMBAT
9.1 Which Units May Attack; 9.2 Multiple Unit
and Multi-Hex Combat; 9.3 Terrain Effects on
Combat; 9.4 Combat Resolution; 9.5 Combat
Results Table; 9.6 Combat Results and Unit
Steps; 9.7 Retreats; 9.8 Advance After Combat;
9.9 Divisional Integrity
10.0 TERRAIN EFFECTS ON MOVEMENT,
COMBAT, AND SUPPLY
10.1 Rivers, Lakes and Seas; 10.2 Cities, Towns,
Roads, and Railroads; 10.3 Effects of Mixed Ter-
rain; 10.4 Terrain Effects Chart
11.0 HEADQUARTERS UNITS
11.1 The Leadership Rating; 11.2 Movement of
HQ Units; 11.3 Supply and Combat Capabilities
of HQ Units
12.0 SUPPLY
12.1 Line of Supply; 12.2 Effects of Supply
13.0 UNTRIED UNITS
13.1 Placement of Untried Units; 13.2 How Units
Are Revealed; 13.3 “‘No-Strength"” Units
14.0 AIR POWER
14.1 Air Points and Combat; 14.2 Other Uses of
Air Points
15.0 REINFORCEMENTS,
16.0 GERMAN UNIT ORGANIZATION
239P 10[1.0] INTRODUCTION
Army Group South: Four Battles in the Ukraine is
a set of division/regiment level simulations of
crucial campaigns in the southwestern Soviet
Union during World War II. The four games in the
set (Kiev, Rostov, Operation Star, and Korsun) pit
Soviet forces against the German (and Axis-allied)
forces which comprised Army Group South in its
various incarnations from 1941 through 1944, One
Player controls the Soviet forces while the other
controls the German and Axis-allied forces.
The games are designed to insure maximum
playability while providing the Players with
historical insight into the strategic dynamics of
cach campaign, The game system of Army Group
South is an adaptation of the system pioneered in
SPI’s. Panzergruppe Guderian game. Players
familiar with that game (or other similar
wargames) should be able to play any of the AGS
games after skimming these Standard rules and the
Exclusive rules.
Each individual Folio game is packaged with a
Standard rules folder, common to all four games,
and an Exclusive rules folder containing rules that
apply only to that game. Owners of the entire
QuadriGame receive the Standard rules and all the
Exclusive rules folders.
[2.0] HOW TO PLA
THE GAMES
The Players Set Up Their Units
After choosing @ game, and before starting to
play, each Player places his units on the map. Each
unit is set up according to the deployment in the
Exclusive rules of the game being played. Units
that do not begin on the map are reinforcement or
replacement units that will be placed on the map
during the course of the game, The Players then
consult the Exclusive rules to determine which side
(Soviet or German) is the first Player and which is
the second Player.
The First Player Moves
First, the Player checks to see which of his units
are in supply. Those units which are out of supply
may be moved only half their normal Movement
Allowance and are also halved in Combat
‘Strength. After determining which of his units are
in and which of them are out of supply, the first
Player begins to move them.
‘The first Player may move as many of his units as
he wishes in any Game Turn. Each unit may be
moved up to a certain maximum number of hexes,
which is dependent on the particular unit's Move-
ment Allowance (printed on the unit) and the type
of terrain in the hexes which the unit is moved
through, Weather, a variable in the Exclusive rules
of each game, may also affect movement. Any
reinforcements due the first Player may be placed
on the map and moved.
Should the first Player move any unit into a hex
which is next to a hex containing an Enemy unit,
he cannot move that unit any further, as he has
moved into an Enemy Zone of Control (unless he
is going to conduct an overrun). Any units belong-
ing to the first Player that start in any Enemy Zone
of Control may not be moved, unless the unitiis be-
ing used to conduct an overrun or the Exclusive
rales allow the Player to disengage his units.
While moving his units, the first Player may decide
to overrun Enemy units. Any unit or stack of units
may attempt an overrun, at a cost of three Move-
ment Points. If the overrun works and the Enemy
unit(s) has to bé retreated or is eliminated, the first
Player may continue moving the units up to their
full Movement Allowance. An overrun is con-
sidered part of movement, although it resembles
combat,
The First Player Attacks
After the first Player has moved all the units he can
or wishes to move, he may resolve any combats
which he chooses to’initiate. He may have any of
his units attack Enemy units which are in hexes ad-
jacent to his own units, He is not forced to initiate
any attacks. Any of his attacking units which are
out of supply attack at half their printed Combat
Strength, If the first Player’s units are dependent
upon HQ units for attack ability or the attack is af-
fected by airpower or any points of the Exclusive
rules, these factors must be taken into account.
After doing so, for the first of nis attacks the first
Player adds the Attack Strengths of all his units
which are involved and compares it to the total
strength of the defending unit(s). Any untried
units involved in this attack are now flipped over
and their Combat Strengths revealed, He then con-
verts the ratio of these totals to a simplified odds
statement, such as “1 to 1”” or “2 to 1’’ and rolls a
die. Cross-referencing the resul of the die roll with
the combat ratio on the Combat Results Table, the
Players determine the outcome of the attack.
The results obtained on the Combat Results Table
dictate which units involved in the combat have to
either take a loss or retreat, Players subtract losses
and/or retreat the losing units as called for. If the
first Player wins the combat, he may advance his
victorious units into any vacated hexes. He then
proceeds to resolve his other attacks, one by one,
in any order he chooses, until he has resolved all
the attacks he has initiated.
The First Player Moves Again
Atter any and alll his attacks have been resolved,
the first Player may move any of his mechanized
units (including cavalry and headquarters) a se-
cond time, up to their full Movement Allowance.
As in the first Movement Phase, a-unit which
begins in an Enemy Zone of Control may not be
moved, and a unit which is moved into an Enemy
Zone of Control must stop and may not be moved
any farther. Overruns and disengagements (if
allowed) may be conducted.
The First Player Removes Disruption Markers
The first Player removes Disruption markers from
any of his units that have previously been
disrupted.
The First Player Uses His Air Points
If the Exclusive rules of the game provide the first
Player with Air Points, he may now expend them
on the functions (other than combat support)
described in those rules. After he has done so, the
first Player-Turn is over.
The Second Player Takes His Turn
The second Player now moves his units, conducts
his attacks, moves his mechanized units again,
etc., in the same manner and sequence as the first
Player. When the second Player’s turn is over, one
Game-Turn has passed. The next Game-Turn
starts with the first Player moving his units,
InSummars
The above sequence is followed in general for a set
number of Game-Turns (depending on the game),
after which the Players check the Victory Condi-
tions to see who has won.
While playing the first few Game-Turns, the
Players should keep an eye on the Sequence of
Play (Section 4.0) and any modifications to the Se-
quence as outlined in the Exclusive rules. These
outline the distinct order in which each Player
should undertake the functions of his Player-
Turn.
[3.0] GAME EQUIPMENT
CASES:
[3.1] THE GAME-MAP AND CHARTS
Each of the 17" x 22" mapsheets portrays the area
in which a particular battle was fought, including
all terrain significant to the battle. A hexagonal
grid superimposed over the terrain features
regularizes movement and the positioning of the
playing pieces. Also printed on the mapsheet or in
the rules are various charts and visual aids.
[3.2] THE PLAYING PIECES
The cardboard pieces represent the military units
that took part in the actual battles. The numbers
and symbols on the pieces represent the strength,
movement capability, and type of unit represented
by that piece. These playing pieces are referred to
asunits.
[3.21] How to Read the Units
GERMAN PANZER REGIMENT (Front)
IN 2415 «+ Set-up Hex
eS Unit Type
75/1 1-1 Dinsion
2-8 <—| Movement
5. 2. 8 Allowance
Regiment
Attack Strengti
Defense Strength
GERMAN PANZER REGIMENT (Back)
Reduced Defense
Strength
SOVIET INFANTRY DIVISION (Front)
XX Unit Size
eal Unit Designation
Attack Strength 5-7-6 <-> Movement
Allowance
Defense Strength
SOVIET INFANTRY DIVISION (Back)
XX
es
U-6
Untried Strength
SOVIET HQ UNIT (Front only)
200K
Army Designation
Commander
7
Leadership Rating-+—>(3}- 10 + srovernent
Allowance
Unit designations are the historical identity
numbers of the units, Each unit has either one or
two identity numbers (separated by a slash). Units
with only one number are corps, divisions,
brigades, or independent regiments. A unit sizesymbol identifies the unit's size. Units with wo
numbers are regiments that belong to divisions.
The number to the left of the slash is the regiment
number and the number to the right is the di
Unit size symbols are as follows: Il
X= brigade; XX = division; XXX= corps.
[3.22] Summary of Unit Types
Axis Units
NON-MECHANIZED UNITS
Front Back
xx 0202 | Infantry Division a
(Note that two counters are
2 sometimes used to represent
8-10-8 | up to four steps) 5-7-8
Jaeger Division
2x 2200 xx
es
oe ae
5-79 349
a Mountain Divsion
7.98
MECHANIZED UNITS
Panzer Regiment 9
31-10
Panzergrenadier or wu
Motorized Infantry Regi | CBD
ment O10
Soviet Units
NON-MECHANIZED UNITS
x xx
es Rifle Division : os)
4.55 | Tried ee
x 6 x
Ba Airborne Rifle Division p=)
555 3:35
MECHANIZED UNITS
x xx
2
6 Cavalry Division
2-3-8 us
S
‘Tank Brigade
v8
a Ss
5 Tank Corps -
14-108 10-7-8
é =)
= Motorized Rifle Brigade
24-8 us
xxx xx
el Motorized Rifle Corps ae
14-107 10-6-7
Front
Back
Army HQ
[|
jote: Some Axis and Soviet counters specific to
only one of the games are not included here. See
Exclusive rules.
GAME MARKERS
Air Point
Out of
Supply Out of Supply
Disrupted Out of
Supply
Entrenchment
Game Game-Turn
Turn
La)
[Jel] Le |L]
[3.23] Definitions of Unit Values
Attack Strength is the relative strength of a unit
when attacking. Defense Strength is the relative
strength of a unit when defending. Attack and
Defense Strength (referred to collectively as Com-
bat Strength) may be affected by supply, terrain
considerations, or whether the unit is executing an
overrun, Note that some units may have an untried
(i.c., unknown) Combat Strength at start,
Movement Allowance is the maximum number of
Movement Points that may be expended in moving *
aparticular unit during a Movement Phase.
Leadership Rating is the maximum number of
hexes away from a combat unit a headquarters
unit may be and still be able to provide supply for
that unit, The Rating also represents the HQ unit’s
limited attack and defense capabilities. Only HQ
units have a Leadership Rating.
[3.3] Parts Inventory Folio Quad
Game Map 1 4
Die-Cut Counter
Section (200 counters) I 4
Standard Rules Folder it 2 Identical
Exclusive Rules Folder it 4 Different
it 1
0 1
Zip-lock Bag 1 0
If any of these parts are damaged or missing, fill
out and mail the enclosed Complaint Card and a
replacement will be sent out promptly.
[4.0] SEQUENCE OF PLAY
CASES:
[4.1] THE GAME-TURN
Each game in the Army Group South Quadrigame
is played in Game-Turns. Each Game-Turn is com-
posed of two Player-Turns. The Player whose
Player-Turn is in progress is called the Phasing
Player. Each Game-Turn proceeds strictly as
outlined in case 4,2.
[4.2] GAME-TURN SEQUENCE
OUTLINE
A. THE FIRST PLAYER TURN
Movement Phase
The Phasing Player checks his units’ supply status.
Reinforcements scheduled to arrive this Game-
Turn are placed on the map. Any or all of his units
may now be moved in any direction(s) to the limit
of each units’ Movement Allowance and within
the restrictions outlined in the rules for movement
and supply. The Phasing Player may conduct
overruns in this Phase,
2, Combat Phase
Friendly units may attack Enemy units according
to the rules of combat. If either Player has Air
Points, he may allocate them to aid his attack or
defense,
3, Mechanized Movement Phase
Friendly cavalry, headquarters and mechanized
units may be moved again, if possible. Overruns
may beconducted.
4. Disruption Removal Phase
The Phasing Player removes Disruption markers
from any of his units that suffered disruption as a
result of Enemy overrun,
5. Air Power Phase
‘The Phasing Player may allocate any available Air
Points to various functions described in the Ex-
clusive rules. This Phase is included only in the
Rostov and Korsun games.
B, SECOND PLAYER-TURN
1, Initial Movement Phase
After checking supply, the Phasing Player may
move his units, bring in reinforcements, and con-
duct overruns.
2, Combat Phase
Friendly units may attack Eriemy units, and both
sides may allocate available Air Points.
3. Mechanized Movement Phase
Friendly cavalry, HQ and mechanized units may
again be moved if possible. Overruns may be con-
ducted.
4. Disruption Removal Phase
The Phasing Player removes Disruption markers
from his units.
5. Air Power Phase
‘The Phasing Player may allocate Air Points.
C. GAME-TURN INDICATION INTERPHASE
‘The Soviet Player advances the Game-Turn
marker to signal the beginning of the next Game
Turn,
[5.0] MOVEME
COMMENTAR
Successful execution of a military operation re-
quires that a commander appreciate the terrain in
which he is fighting so that he may best move and
deploy his forces to attack and defend. Each map
is overlaid with a hex-grid pattern that abstracts
the terrain in which the battle occurred. Using this
hex-grid and the Movement Allowance of each
unit, the Players may maneuver their forces.
GENERAL RULE:
Movement occurs during the Movement Phases of
each Game-Turn. During each Player’s respective
Movement Phase, he may move all, some, or none
of his units as desired, The Phasing Player mayalso conduct overruns (see Section 6.0) and/or
move units by rail. During the Mechanized Move-
ment Phase, the Player may also move some, all or
none of his mechanized units and conduct over-
runs,
PROCEDURE:
Each unit or stack of units is moved individually
hex-by-hex in any direction or combination of
directions. Movement of a unit into a hex “‘costs””
acertain number of Movement Points, Asa Player
moves a unit, he keeps track of the number of
Movement Points expended for each hex. Once a
Player’s hand is removed from the unit (stack),
movement is completed for that unit for that
Phase. EE
CASES:
[5.1] HOW TO MOVE UNITS
[5.11] Movement is calculated in terms of Move-
ment Points (Exception: Case 5.3, Rail Move-
ment). Each unit has a Movement Point Allow-
ance indicating the maximum number of Move-
ment Points that can be expended for the move-
ment of that unit in any one Movement Phase.
[5.12] A Player may expend as few or as many
Movement Points as desired in moving one of his
units, up to the limit of that unit's Movement
Point Allowance. Movement Points may not be
saved from one Game-Turn to the next, nor may
unused Movement Points be transferred from unit
tounit,
[5.13] For each clear terrain hex into which a
Player moves a unit, one Movement Point is ex-
pended. Other terrain costs more (or, in the case of
roads for mechanized units, less) to enter or cross;
these costs are detailed in Section 10.0 (Terrain Ef-
fects on Movement, Combat and Supply) and on
the Terrain Effects Chart.
[5.14] A unit may always be moved one hex dur-
ing a Friendly Movement Phase. In other words if
no Movement Points have been expended for a
unit and it has insufficient Movement Points to be
moved into any adjacent hex, it may be moved into
one of those hexes anyway, within the restrictions
of Case 5.2.
[5.2] MOVEMENT INHIBITIONS
AND PROHIBITIONS
{5.21] During a Player’s Movement Phase, no
Enemy units (units owned by the opposing Player)
may be moved.
[5.22] Friendly units in no way affect or impede
the movement of other Friendly units (however,
see Case 6.17). A unit may never be moved into a
hex containing an Enemy unit.
[8.23] Friendly Zones of Control (see Section 8.0)
never affect the movement of Friendly units. A
unit that is moved into a hex that is in an Enemy
Zone of Control must stop and cannot be moved
any further that Game-Turn (Exception: Section
6.0, Overrun).
[5.24] A unit may not be moved out of a hex that
is in an Enemy Zone of Control, unless the unit is
eligible to be disengaged (see the Exclusive rules),
ors being used to conduct an overrun.
[5.25] Any unit that is out of supply (see Section
12.0) at the beginning of a Friendly Movement
Phase has its Movement Allowance halved for that
Movement Phase, with any fractions ignored.
[5.26] Combat may not occur during a Movement
Phase; however overrun—a combination of move-
ment and combat—may take place.
[5.27] Movement may also be inhibited by terrain;
see Section 10.0.
[5.3] RAIL MOVEMENT
Inall the games except Korsun, one of the Players
may move his units by rail movement, In Kiev and
Rostov Soviet units (only) may be moved by rail.
In Operation Star German units (only) may be
moved by rail, To utilize rail movement a Player
moves a unit through rail hexes disregarding other
terrain.
[8.31] In order to be moved by rail, a unit must
begin and end the Movement Phase in Friendly rail
hexes. It must be moved from Friendly rail hexes
to adjacent, connected Friendly rail hexes without
ever leaving the railroad during the Phase. It need
not begin the Movement Phase in supply to be
moved by rail.
[5.32] Which rail hexes are friendly, the number
of units per turn which may be moved by rail, and
the permissable length of rail movement (in hexes)
is defined in the Exclusive rules of each game,
under Rail Capacity.
{5.33] A unit being moved by rail may not start
the Player-Turn in or be moved into or through an
Enemy-controlled hex. A unit may not expend any
Movement Points on “‘normal”” movement in the
same Movement Phase in which it is moved by rail.
[5.34] Units may only be moved by rail during the
initial Movement Phase of the owning Player’s
Player-Turn. A Player may not utilize rail move-
ment during his Mechanized Movement Phase,
[5.35] Railroads afford no movement advantages
or disadvantages whatsoever to units not being
moved by rail, including units being moved across
rivers.
[6:0] OVERRUN
COMMENTARY:
In mobile combat situations common to the East
Front of World War Two, forces would often at-
tack ‘on the move,” sacrificing fire power for
maneuverability. This is called overrun, During
cither of his Movement Phases a Player may at-
tempt to move a unit into an Enemy occupied hex
by executing an overrun.
GENERAL RULE:
During cither Movement Phase of his Player Turn,
the Phasing Player may have any combat unit (or
stack of units; see Case 6.13) attempt to overrun
an Enemy unit(s), An overrun is an attempt to
move into an Enemy occupied hex. A successful
overrun results in the elimination or retreat of the
Enemy units, A successful overrunning unit oc-
cupies the hex and may be further moved up to the
extent of its Movement Point Allowance. Units
successfully overrun are disrupted. Note:
Although bearing some resemblance to combat,
overrunisa function of movement.
PROCEDURE:
By expending three Movement Points, the Phasing
Player has a Friendly unit (or stack of units) ex-
ecute an overrun against an adjacent Enemy unit,
The Phasing Player totals the Attack Strength of
his unit(s), and halves it, dropping any fractions
The non-Phasing Player totals the Defense
Strerigth of his unit(s), taking into account terrain
and supply considerations. An “‘attack”” by the
Phasing Player’s units is then resolved (see Section
9.0, Procedure). If the overrun is successful, the
overrunning units are moved into the vacated hex,
and the Phasing Player may then continue moving
the overrunning units (assuming it still retains any
unexpended Movement Points).
CASES:
[6.1] RESTRICTIONS ON OVERRUNS
[6.11] Overruns may be conducted by the Phasing
Player only during his Movement Phase or
Mechanized Movement Phase. Overruns may
never be conducted during a Combat Phase.
[6.12] A unit must be in supply (see Section 12.0)
at the beginning of the Movement Phase (prior to
the movement of any units) to be eligible to ex-
ecute an overrun. Thus, supply for units conduc-
ting an overrun is determined at the beginning of
the Movement Phase, not at the instant of over-
tun (see Case 6.21).
[6.13] Units that begin a Movement Phase stacked
in the same hex may be used to execute an overrun
provided they are not moved independently prior
to resolution of the overrun. Friendly units that
begin the Movement Phase in different hexes may
not be used together to conduct a single overrun.
[6.14] A single overrun can be conducted against
more than one Enemy unit only if such Enemy
units occupy the same hex. A single overrun may
not be directed against units in more than one hex.
[6.15] There is no limit to the number of overruns
which may be executed against the same unit in the
same Movement Phase.
[6.16] There is no limit to the number of overruns
which a unit may conduct, except the restrictions
of the unit's Movement Allowance. Remember,
three Movement Points must be expended to con-
duct each overrun.
[6.17] An overrun may not be conducted from a
hex occupied by Friendly units that are not taking
part in the overrun. That is, a unit may not be
moved into a Friendly occupied hex and conduct
an overrun from that hex. Exception: A unit may
conduct an overrun from a hex occupied only by a
Friendly HQ unit. The HQ unit does not con-
tribute to the overrun but is affected by any
adverse results incurred by the Friendly units.
[6,2] RESOLUTION OF OVERRUNS
[6.21] Supply for units defending against an over-
run is determined at the instant of resolution.
[6.22] Should an overrun attack fail to dislodge
the Enemy units from the overrun hex, the units
executing the overrun may not be moved any fur-
ther in that Movement Phase.
[6.23] Should an overrun attack result in_ the
retreat of, or any loss to, the overrunning units
those units may not be moved any further (except
to retreat as called for) in that Movement Phase,
regardless of whether it has any remaining Move-
ment Points or whether the hex overrun was
vacated.
[6.24] Should an overrun attack result in the
retreat or elimination of all defending units, and
no loss or retreat for the overrunning unit(s), then
the latter must be advanced into the vacated hex
(at ng additional cost in Movement Points and
regardless of any Enemy Zones of Control) and
the Phasing Player may continue moving the units
if they have Movement Points remaining (see Case
8.23).
[6.25] Enemy units that successfully defend
against an overrun may not be advanced into a
vacated hex if overrunning units are retreated or
destroyed,
[6.3] DISRUPTION
[6.31] Units that defend against an overrun and
suffer any loss or retreat (not including an engaged
result) as a result of the overrun are disrupted. On-
ly defending units can become disrupted, and
disruption pertains only to overrun—not to nor-
continued on page 5}[continued from page 4}
mal combat. Disruption is indicated by placing a
Disruption marker on top of the affected units.
{6.32] Disrupted units may not attack; they de-
fend normally. They may not be moved; they exert
a Zone of Control. Disrupted HQ units may not be
used to provide supply for Friendly units, Addi-
tional disruption results have no further effect on
disrupted units,
{6.33] Disrupted units automatically return to
normal in the Friendly Disruption Removal Phase.
[7.0] STACKING
COMMENTARY:
Each hex on the map represents a limited area of
space into which only a certain amount of men 2nd
equipment can be effectively deployed. Therefore
the Players are restricted in the number of units
they may place in a hex.
GENERAL RULE:
A Player may never have more than three Friendly
combat units in any one hex at the end of either of
his Movement Phases or at any time during the
Combat Phase. He may have as many as four units
of any kind in a hex, as long as at least one of the
units is an HQ unit. Informational markers, such
as Disrupted markers, never count against stack-
ing. Units may pass freely through other stacks of
Friendly units, except during retreats, and the
restrictions of stacking apply only at the end of the
Friendly Movement Phases and throughout the
Combat Phases. If units are found to be in excess
of the stacking restrictions at the end of a Friendly
Movement Phase or at any point during the Com-
bat Phase, the excess must be eliminated and
removed from play. The choice of which unit to
eliminate is up to the owning Player.
[8.0] ZONES
OF CONTROL
COMMENTARY:
Although a unit physically occupies only one hex,
the strength it represents is able to extend its
presence into a larger area. This area is called the
Zone of Control of that unit,
GENERAL RUL!
The six hexes surrounding a hex constitute the
Zone of Control (ZOC) of any combat unit(s) in
that hex; such hexes are referred to as controlled
hexes. Friendly Zones of Control inhibit the move-
ment of Enemy units. Zones of Control extend in-
to all six hexes adjacent to the controlling unit's
hex. All units must cease movement when they
enter an Enemy-controlled hex and may not leave
that hex voluntarily.
CASES:
[8.1] EXTENT OF ZONES OF CONTROL
[8.11] All units exert a Zone of Control at all
times,
[8.12] The Zone of Control of a unit extends into
all six hexes adjacent to the hex the unit is in.
Zones of Control do not extend across major river
hexsides, nor across impassable or all-sea hex-
sides, No other terrain restricts Zones of Control.
[8.2] EFFECTS OF ZONES
OF CONTROL
{8.21] A unit that is moved into an Enemy Zone
of Control must stop and may not be moved out of
that hex during that Movement Phase (however,
see Case 6.24).
[8.22] There is no additional Movement Point
cost to move a Friendly unit into an Enemy-
controlled hex.
(8.23] Generally, a Player may not move a unit
out of an Enemy-controlled hex, However, both
Players may utilize overruns to do so and in some
cases may attempt (0 disengage units; see the Ex-
clusive rules, Friendly units may also leave Enemy-
controlled hexes asa result of combat.
[8.24] Friendly Zones of Control never affect
Friendly units. There is no additional effect of
having more than one unit exerting its Zone of
Control onto a given hex.
{8.25] The presence of a Friendly unit (but not
Friendly Zones of Control) negates Enemy Zones
of Control for purposes of tracing Friendly supply
lines (see Case 12.1) and command radii (see Case
11.31) and conducting retreats of Friendly units
(see Case 9.71) in the hex occupied by that unit.
Friendly units do not negate Enemy Zones of Con-
trol for purposes of movement,
[9.0] COMBAT
COMMENTARY:
In warfare, the aim of combat is to obtain
geographical objectives or simply to destroy the
enemy. Attacks in Army Group South are resolved
using a Combat Results Table which makes possi-
ble a wide range of outcomes. After all, in any
endeavor the end results cannot be precisely
predicted. Thus, a commander attempts to max-
imize his chances of success by skillfully choosing
where to attack and effectively employing his
available forces.
GENERAL RULE:
Combat occurs during the Combat Phase between
adjacent opposing units at the Phasing Player’s
discretion. The Phasing Player is termed the at-
tacker and the non-Phasing Player the defender,
regardless of the overall strategic situation
PROCEDURE:
Total the Attack Strength of all attacking units in-
volved in a specific attack and compare it to the
Defense Strength of the units in the hex under at-
tack. State the comparison as a ratio of the at-
tacker’s strength to the defender’s strength.
Round off the ratio in favor of the defender (e.g.,
29 to 10 = 2 to 1) to conform to the simple ratios
found on the Combat Results Table; roll one die
and read the results on the appropriate line under
the ratio. Apply the results immediately, before
resolving any other combat.
CASES:
[9.1] WHICH UNITS MAY ATTACK
[9.11] Units may attack only during their own
Combat Phase (see also overrun, Section 6.0).
‘They may attack any and all units to which they
areadjacent,
[9.12] Attacking is voluntary; units are never
compelled to attack, and not every unit adjacent to
an Enemy unit need participate in an attack. A
Friendly unit that is not participating in a given at-
tack is never affected by the results of that attack.
[9.13] An Enemy-occupied hex may be attacked
by as many units as can be brought to bear in the
six adjacent hexes.
[9.14] No unit may attack more than once per
Combat Phase, and no Enemy unit may be attack-
ed more than once per Combat . Phase.
(Remember, overrun is not combat.)
[9.15] In order for a Soviet unit to attack, it must
be within the Command Radius of an HQ unit at
the instant of combat (see Case 11.3).
[9.2] MULTIPLE UNIT
AND MULTI-HEX COMBAT
[9.21] All units in a hex must be attacked as a
single combined Defense Strength. The defender
may not withhold a unit ina hex under attack.
[9.22] Other units in a hex that contains an attack-
ing unit need not participate in that or any other
combat. Thus, when one unit in a stack is attack-
ing a given hex, the other units in the stack could
attack a different hex or not attack at all.
[9.23] If a unit is adjacent to more than one
Enemy-occupied hex, it could attack all of them in
a single combat. Thus, units in a single hex may at-
tack more than one hex. The only requirement is
that all attacking units must be adjacent to all
defending units
(9.24) A given unit’s attack and/or Defense
Strength is always unitary; i.c., it may not be
divided either for attack or defense.
[9.3] TERRAIN EFFECTS
ON COMBAT
[9.31] Units defending in certain types of hexes
have their Defense Strength (only) increased. (See
Section 10.0, Terrain Effects on Movement, Com-
bat, and Supply for a complete explanation.)
[9.32] When determining the final strength of a
unit, first multiply for all “increase” effects
(doubling for terrain defenses, etc.), then halve for
supply, etc., if applicable. Round down any frac-
tions to the nearest whole number after all these
calculations—not before. A single unit or stack of
units may never be worth less than one after all
these calculations have been made.
[9.4] COMBAT RESOLUTION
Combat odds are always rounded off in favor of
the defender. For example, an attack with a com-
bined Attack Strength of 26 against a group of
units defending with a strength of 9 (26 to 9) would
be rounded off to the next lowest combat ratio col-
umn on the Combat Results Table: *2-1."” That
column would be used to resolve the attack.
[9.5] COMBAT RESULTS TABLE
(see Charts and Tables)
[9.6] COMBAT RESULTS
AND UNIT STEPS
Many counters have combat and movement values
on both sides, At the start of the game, each such
unit is placed with its stronger side up. Should an
adverse combat result be applied against the unit,
it may be flipped over, or replaced with a counter
representing it at a weaker state to show combat
losses.
{9.61] German Division units have a number of
strength levels (steps). They may be reduced in
strength as a result of combat by one, two, or three
steps. Thus, if a German division at full strength
incurs a one step loss, the counter is replaced by
the next-lowest strength level counter of that unit,
An 8-10-9 suffering a one step loss would be flip-
ped over to its 5-7-9 side. If it suffered a two step
loss, it would be replaced by a 3-4-9 division
counter. If there are no steps remaining, that unit
is eliminated.
[9.62] Most Soviet units consist of only one step.
If such a Soviet unit receives a one step loss, it is
eliminated.
[9.63] In some of the Army Group South games,
Soviet units may have more than one step. Thiswill either be on the back side of the unit or
represented by another counter. See the Exclusive
rules of the game being played.
[9.64] Most German mechanized regiment units
have two steps, the second step being on the
reverse side of the counter. Most German infantry
divisions have four steps. In some of the games,
certain German units do not possess the full
number of steps possible for that unit. The set-up
of each game indicates at what strength level a unit
is deployed at and thus, how many steps it
possesses (see Section 16.0).
[9.65] All combat results are expressed (on the
Table) in terms of the steps lost or hexes retreated,
Results to the left and tight of the slash apply to
the attacker and defender, respectively. A result of
E means that all steps for the unit involved are lost
and no retreat option is possible.
19.66] A number result (1, 2, or 3) means that the
affected unit(s) must either lose the given number
of steps or all be retreated the given number of
hexes, The Player whose unit is so affected may
not take a step loss and retreat; he must either
retreat or take step losses.
[9.67] When a loss of one step is required or
chosen, the player removes one step from any one
unit involved. Example: If three Soviet units are
defending against a German attack and the Com-
bat Results Table shows a result of -/1, the Soviet,
Player has the option of either removing one of his
units (or steps) and leaving the remaining units in
place, or retreating all three units one hex.
[9.68] Some results on the Combat Results Table
are split results; e.g., 1/1. In a split result, the
defender’s result is always applied first, whether it
is a step loss or a hex retreat, then the attacker ap-
plies his result. If any attacking units remain in
their original hex, they may be advanced after
combat, provided the defending hex has heen
vacated, The defender may never advance ina split
result.
[9.69] A result of ENG (engaged) means that each
ide must lose one step; no retreat option is
available. In addition, neither side may advance
after combat.
[9.7] RETREATS
If a Player’s units incur an adverse result in com-
bat, and he does not wish to fulfill the result by
taking step losses, he must retreat all his units that
were involved in the combat. This is done by mov-
ing the units away from the combat position and
the Enemy. Retreating does not require the expen-
diture of Movement Points.
{9.71] Retreats are always optional. A Player may
choose to lose steps rather than retreat. However,
a unit may never be retreated into or through an
Enemy unit or an Enemy-controlled hex, unless
the latter hex is occupied by a Friendly combat
unit, Units may not retreat off the map; those that
do are considered eliminated.
[9.72] Retreats are always conducted by the own-
ing Player.
[9.73] A retreating unit must be retreated the re-
quired number of hexes away from the hex it oc-
cupied when that particular combat was initiated.
[9.74] A retreating unit must, if possible, retreat
into a vacant hex. If no vacant hex is available, it
may retreat into or through a Friendly-occupied
hex. Units may not retreat into or through a hex n
violation of stacking restrictions. If forced to do
so, the excess retreating units are eliminated
[9.75] If two or more Friendly units are being
retreated as a result of a single combat, they may
be retreated into different hexes. However, the
retreat of all those units is _ considered
rultaneous.
[9.76] If a unit is forced to retreat into a Friendly-
occupied hex as a result of combat, and that hex
then undergoes an attack in that Combat Phase,
the retreated unit does not add its Defense
Strength to that of the other units in the hex.
However, if that new hex suffers any combat
result (loss or retreat) the previously retreated
unit(s) is automatically eliminated, Note: This
does not apply to overrun, whichis not combat.
[9.77] If ina split result the defending units have
been retreated or eliminated and the attacker
decides to retreat, the attacking units may not be
retreated into any hex that was Enemy-occupied or
enemy-controlled at any time during that combat.
However, see Case 8.25.
[9.78] A unit may not be retreated across a major
river hexside (regardless of the presence of a road
or railroad) unless there is no other vacant or
Friendly-occupied hex into which the unit can
legally be retreated.
[9.8] ADVANCE AFTER COMBAT
If the Enemy has been forced to retreat or is
eliminated in combat, Friendly units may be ad-
vanced by moving the units toward the retreated
Enemy units, This does not require the expen-
diture of Movement Points.
[9.81] Whenever an Enemy unit is forced to
retreat (or is eliminated) leaving a hex vacant as a
result of combat, it will leave a vacant hex or path
of vacant hexes behind it called the path of retreat
Any or all victorious attacking or defending units
which participated in the combat are allowed to
advance along the Enemy path of retreat
(however, see Cases 9.68 and 9.82).
[9.82] Advancing Axis victorious units may ig-
nore Enemy Zones of Control and may cease ad-
vancing in any hex along the path of retreat. Ad-
vancing Soviet units must stop when they enter an
Axis Zone of Control. No advancing unit may
leave the path of retreat, except in the situation
described in Case 9.84,
[9.83] The option to advance after combat must
be exercised immediately, before any other com-
bat resolution. A Player is never forced to advance
a unit after combat. After being advanced, units
may neither attack nor be attacked (if they are
defending units advancing) in that Phase (see Case
9.14), even if their advance places them adjacent
to Enemy units whose combat is yet to be resolved
‘or who are not involved in combat. However, ad-
vances are useful in cutting off the retreat of
Enemy units whose combat has not yet been
resolved.
[9.84] If all units in a hex are eliminated, the vic-
torious units may be advanced a maximum of two
hexes after combat. The first hex must be the hex
formerly occupied by the elimineted unit(s); the se-
cond hex may be any vacant or Friendly-occupied
hex (however, see Cases 9.69 and 9.82)
[9.85] Units may be advanced 2 maximum of the
number of hexes the enemy unit has retreated
(e.g., a -/2 retreat means a possible attacker ad-
vance of two hexes maximum),
[9.86] Advance after combat does not apply to
overrun,
[9.9] DIVISIONAL INTEGRITY
In all four games of Army Group South, German
regiment units (only) that belong to a division are
eligible for divisional integrity providing the units
are stacked with or in close proximity with one
another. Units that are eligible for divisional in-
tegrity are noted by having both a regimental and
divisional designation printed on the counter.
Units that fulfill the requirement for divisional in-
tegrity have their strengths increased. This signifies
the fact that all elements of the division not
represented in the game (such as artillery and
reconnaissance) are effectively supporting the
regiments of that division.
Each of the four games utilizes varying game
mechanics for implementing divisional integrity,
See the Exclusive rules of the game being played
for details
[10.0] TERRAIN EFFECTS
ON MOVEMENT,
COMBAT & SUPPLY
GENERAL RULE:
‘The type of terrain that is present in a hex or on a
hexside affects the movement of units into that hex
or through that hexside and may increase the
Defense Strength of a unit in that hex or being at-
tacked through that hexside, Terrain never directly
affects the attack strength of a unit, Terrain may
also restrict supply. These terrain characteristics
are summarized for each type of terrain on the
Terrain Effects Chart (10.4). Special properties of
certain terrain types are explained below.
CASES:
[10.1] RIVERS, LAKES, AND SEAS
Note that there are two types of rivers on the Army
Group South maps (see Terrain Key on each map).
[10.14] Each minor river hexside costs all Soviet
units one Movement Point to cross, in addition to
the normal expenditure of Movement Points
necessary to enter the hex on the other side of the
river hexside. In the Kiev and Rostov games, Axis
units must expend two extra Movement Points to
cross a minor river hexside. In Operation Star and
Korsun they need expend only one.
[10.12] The strength of any unit that is attacked
exclusively through a minor river hexside is doubl-
ed. The defending unit’s strength is doubled only
if all the attacking units are attacking across river
hexsides. If one unit is not attacking across a river
hexside, then the river affords no defensive advan-
tage (see Cases 9.32 and 10.32).
[10.13] To cross a major river hexside, all units
must expend at least two Movement Points in ad-
dition to the normal cost to enter the hex on the
other side of the major river. In all the games ex-
cept Korsun, either Soviet or Axis units must ex-
pend three additional Movement Points to cross a
major river hexside. See the Terrain Effects chart
and the Exclusive rules, No unit may ever be mov-
ed through a major river hexside into a hex upon
which an Enemy unit, that is adjacent to that river,
exerts a Zone of Control, unless that hex is oc-
cupied by a Friendly unit.
Exception: Units may be moved across a major
river into an Enemy Zone of Control during the
Combat Phase in an advance after combat if the
units attacked through that hexside or are follow-
ing a path of retreat. Overruns through major
river hexsides are not permitted,
[10.14] Units attacked exclusively across major
river hexsides have their Defense Strength tripled.
[10.15] Units may trace supply across major rivers
only at Friendly cities that are adjacent to the river
or on roads or railroads that cross the river. Major
rivers have no effect on the line of communica-
tions (see Case 11.32) between Soviet units and
their HQ units.
[10.16] Units may never be moved through, at-
tack across, or trace supply through an all-lake or
all-sea hex or hexside.