Russian Campaign Scenario Briefing


Supply Points:
	Variable Supply Points are used, so remember to turn ON the New Supply Rules. Axis 100% Supply Points are located along the western map edge at Bremen and Venice. Soviet 100% Supply Points are located along the eastern map edge at Chelyabinsk and Orsk, and east of the Caspian Sea at hex 57,52. 
	66% Supply Points are located for the Soviets at Murmansk, Arkhangelsk, Leningrad, Odessa and Sevastopol. 
	66% Supply Points are located for the Axis at Helsinki, Murmansk, Oslo, Trondheim, and Narvik. 
	Sweden and Turkey are neutral and contain no Supply Points for either side, regardless if they join either side. 

Axis Supply:
	The Axis Supply Level starts at 50 and is reduced by 5 at the start of each year from 1943 onwards due to Western Allied Strategic Bombing.

Soviet Supply:
	The Soviet Supply Level starts at 20 and eventually raises to 50 thru the course of the scenario. There will be news strings for each increase. 

Weather effects on Supply:
	Supply will drop for both sides during the four winter turns that comprise the Nov-Dec-Jan-Feb turns each year. 

Rail Transport:
	Rail Damage = 100 for both sides and Rail Repair = 10 [per turn] for both sides. Rivers at bridge locations have been replaced by Wadi Terrain, so there are no bridges in this scenario. Axis Rail Transport is halved during winter turns [turns 6-9, 18-21, 30-33 and 42-45]. Soviet Rail Transport is never affected by winter.

Unit Sub-Division:
	Units cannot be subdivided and will not sub-divide due to combat results. 

Redesignations:
	In 1942 the Germans refit the Panzer Divisions with newer equipment and redesignated the Motorized Korps as Panzer Korps. In the scenario the player will receive Theater Options [TO's] to handle these refits. These TO's appear on turn 9. The player may choose all, some or none of these TO's at his discretion, the TO's do not expire. When a TO for a unit is chosen, that unit will be disbanded and removed from the map at the beginning of the next turn and the new Panzer Korp unit will arrive at Berlin. As the units are disbanded, the equipment they contain will go into the Replacement Pool. The new units that arrive will lack equipment and will rely on the Replacement Pool to fill up. This system allows the player to control when units will leave the map, and also allows the new units to be railed to a position nearer the front where they can fill with equipment without costing as much Rail Capacity as a unit that is full. 
	To clarify so that the player can better plan for these Redesignations, a TO taken on turn 9 will cause that unit to disband at the beginning of turn 10 and a new unit with little equipment will arrive on turn 11. The new unit uses little rail capacity and can be easily railed nearer the front. However, embarked units cannot receive equipment so the new units will have to sit for one turn before getting any new equipment. So for example, if all the TO's are taken on turn 9, all the AK(mot) units will be removed at the beginning of turn 10 while new ones will arrive at Berlin on turn 11 [subject to stacking limits]. They can then be railed nearer the front on turn 11, and subsequently debarked on turn 12, then receive new equipment at the beginning of turn 13. Note that most historical refits took several months or longer, so the loss of these units during the refit periods doesn't handicap the Axis player beyond historical effects. 

Air Units:
	The Axis Player starts the scenario with three 'Stuka' units. At the beginninng of each new year [on turns 8, 20 and 32] one Stuka unit is withdrawn. Therefore, after turn 32 the Axis Player has no air units.
	The Soviet side starts the scenario with no air units. On turn 32 the Soviets receive their one and only air unit, a Sturmovik unit that stays in play for the remainder of the scenario.

Finland:
	Finnish units are in Garrison Mode and are released only if the Axis Player captures Leningrad. If Leningrad is not captured by September 1944, Finland will make peace. If Finland makes peace its units will be withdrawn and the Axis Supply Point at Helsinki will be removed. Finnish Units may never stack with units from other countries [not even Germany]. 

Hungary:
	Hungarian units may only stack with German Units and may never enter Rumania. Hungarian units are withdrawn if the Soviets capture Budapest.

Rumania:
	Rumanian units may only stack with German Units and may never enter Hungary. Rumanian units are withdrawn if the Soviets capture Bucharest.

Italy:
	Italian units may only stack with German Units. Due to the Allied Landings on mainland Italy in September 1943, Italy will surrender and its units will be withdrawn on turn 15. No news preceeds this withdrawal. 

Turkey:
	If the Axis capture Baku [53,57], Turkey will join the Axis and the 1st Turkish Army will arrive at Batumi [41,56] if Batumi is Axis controlled.

Grozny and Baku:
	If the Axis Player holds Grozny for four consecutive turns, a new Panzer Korp will arrive there. If the Soviets re-occupy Grozny at any point during these four turns, the sequence is canceled and Grozny must be occupied again by the Axis for the sequence to re-start. 
	The same rule applies to Baku. Each location can generate its own new Panzer Korp if held for four consecutive turns. Only one Panzer Korp is generated for each location.

Soviet Worker Units:
	At the beginning of the scenario Worker Units are located at Moscow, Leningrad, Kiev, Kharkov and Stalino. These units are labeled Militia and represent factories. For each of these units that is destroyed by the Axis player at any time during the game the Soviets will receive a reduction in replacements. Worker Units are locked in place unless they are forced out of their hex by retreat, at which point they may move freely. Note that occupation of the hex is not necessary, it is the destruction of the Worker Unit that triggers the replacement reduction. So, for example, the player may capture Kiev, but the Kiev Militia unit could escape, in which case no replacement reduction occurs. 
	Beginning January 1942, Soviet replacement rates increase slightly and continue to increase until May 1943 when their replacement rate stabilises. Therefore, the replacement rate will fluctuate based on Worker Units that are destroyed by the Axis player and the hard coded increases [they are independent of each other]. 

D-Day in the West:
	The Western Allied landings in France in June of 1944 will cause the Axis Replacement Rate to drop by 50% on turn 37. 

Swedish Iron Ore:
	The Axis player must protect Swedish Iron Ore while respecting Swedish nuetrality. If the Axis occupy either Stockholm or Kiruna, the Swedes will destroy the mines and Axis supply will drop by 10. If the Soviets occupy Kiruna, the Swedes will discontinue ore shipments and Axis supply will drop by 10. 

Ports and Sea Movement:
	There are no ports and there is no sea movement. 

Kerch Straits:
	Neither Movement nor Combat is possible across the Kerch Straits [35,51]. This may seem odd but for the scale and scope of this scenario it is a reasonable condition. 

Murmansk and Arkhangel:
	Many games and scenarios have extra incentives for the Axis player to capture Murmansk and/or Arkhangel. However, there were two other Lend-Lease routes [thru Iran and across the Pacific to Eastern Russia] that would have been used in case the northern route had been lost. Therefore, in this scenario there are no extra incentives for Murmansk or Arkhangel. 

Axis Balkan Reinforcements:
	Some Axis units arrive in the Balkans or Poland in Garrison Status if the Soviets approach these areas. These represent units on Partisan and Security duty in Yugoslavia and Greece, but that took part in front line combat once the Soviets had advanced across the original 1941 borders. They arrive in Garrison Mode as these units would not have been available if the Axis were still deep in Russia. 


Victory Conditions:
	The Soviet side wins by capturing Berlin. The scenario will end if this occurs. 
	The Axis side wins by capturing all Urban, Dense Urban and Oil Wells [Sweden and Turkey are not included]. The scenario will end if this occurs. 
	If neither side wins by the above conditions, the scenario will end after turn 48 and victory will be determined by points. Each Dense Urban location is worth 2 points, each Urban location is worth 1 point, each Oil Well is worth 2 points, Berlin and Stalingrad are worth 3 points each. There are three Oil Wells, Ploesti at 21,51; Grozny at 46,53; and Baku at 53,57.


Corp Compositions:

German Infantry		3 Inf Div's
German Motorized	2 Pz Div's + 1 Mot Div
German Panzer		2 Pz Div's + 1 PzGr Div
German Gebirgs		2 Mountain Div's
German Korps are each given [18-24] 105mm Guns to represent independent artillery abt's. Late PzK are given [18] additional Wespe's. 

Axis Minor 		2 Div's

Soviet Infantry		3 Inf Div's
Soviet NKVD		2 Div's [Mot or Inf or Mixed]
Soviet Mechanized	2 Tank + 1 Mot Div [1941 Formations]
Soviet Mechanized	3 Mechanized + 2 Tank Brigades [1942 Formations]
Soviet Tank		3 Tank + 1 Mechanized Brigades
Soviet Mountain		3 Mountain Div's
Soviet Cavalry		3 Cavalry Div's
Artillery Penetration Corps have been left out. In their place extra tubes have been added to some corp units.
Shock Armys contained higher than normal levels of organic artillery. Therefore the corps in Shock Armys contain more tubes. 


Proficiency - Unit and Formation
German Welles start at 60% and decline to 55%, 50% and 45%. Formations go from 95% to 75%. 
SS		65%	Formation = 95
Finland		65%	Formation = 75
Rumania		40%	Formation = 50
Hungary		40%	Formation = 50
Italy		40%	Formation = 50
Bulgaria	40%	Formation = 50

Soviets
Infantry	40%	Formation = 50
Gds & Mech	50%	Formation = 60



January 2018