The Third Winter (1.15)

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1 Operational Combat Series The Third Winter (1.15) Multi-Man Publishing, Inc. All Rights Reserved. Game Design: Antony Birkett Development: John Kisner Series Design: Dean Essig Research Help: Stephane Aquaviva, Hans Kishel, & Roland LeBlanc Playtesting Honcho: Marcus Randall Playtesting and Proofreading: Perry Andrus, Curtis Baer, Dave Barsness, Allen Beach, John Bowen, Thomas Buettner, Stephen Campbell, Houndog Cross, Mark Fazakarley, Mark Fisher, Ben Hitz, Troy Kenily, Roy Lane, Dave Mignerey, Kris Miller, Chip Pharr, & Chip Saltsman Introduction The Third Winter depicts the Russo- German war in the months following Operation Zitadelle (Kursk) in The area covered is Southern Russia, Ukraine, Eastern Poland and part of Romania. The game begins with the Germans in full retreat in late September By the campaign s end in late April 1944, four Axis armies will have faced four Soviet fronts in a titanic struggle. Several scenarios supplement the main campaign, as the German army fights its third winter in Russia. 1.0 General Rules 1.1 Map & Terrain There are four maps: A, B, C, and D. Hexes are identified by a map letter and number. In the extreme northeast, for instance, one hex of the city of Kharkov is numbered B Map E can be added as an option (north of Map A) if players have enough table space. Edge supply sources will need to be adjusted (be logical). 1.1a The Terrain Key and numerous game-specific charts, tables, and play aids are printed on the map or as separate cards. 1.1b Specific cities and map locations may have a Victory Point value. The last side to move a combat unit through a VP hex controls it for victory determination. [move to victory section?] 1.1c Entry Areas are marked by letters on the map edges. These are mostly used to mark where reinforcements will enter the map (2.1 and 3.1). 1.1d Lake, dry lakes, all-sea hexsides prohibit land movement. 1.1e The Dneper, one of Europe s major rivers, presents a unique obstacle. These challenges can be clearly found in the movement and combat tables. Design Note: The race to the Dneper was exactly that. The southern section of the river has only a few major crossings (as the players will quickly discover). The game starts with the Soviet player trying to secure vital bridgeheads to break into the Western Ukraine. The Dneper is an excellent defensive barrier if the German player can man it in time. The Dneper is represented by two types of OCS river terrain: Major River and Volga-class River. 1.1f Safe Hexes. Axis combat units can never enter Kharkov; Soviet combat units can never enter Lvov. 1.1g Hedgehog Reduction. Hedgehogs are reduced by one level when captured (remove from the map if reduced below Level-1). 1.1h Rumanian Oil. The exit area on the southwest corner of map C is impor- tant for Victory Points related to the Rumanian oil fields. (see X.X) 1.2 Railroads There are two types of railroad printed on the map. These are single and multitrack. Rail transport that uses exclusively multi track lines costs half the standard transport capacity. All railroad lines are either broad or standard gauge depending on which side controls that railroad. For moving cargo and tracing supply, the Axis can only use standard-gauge lines and the Soviets can only use broad gauge. Players change the gauge of these lines using rail repair units, per series rule 13.3f. 1.2a Off-Map Rail. Either player can use his Rail Capacity to rail cargo off any of their map-edges and back again on any of their map edges. The only hexes that can be used for this purpose are those that would have allowed rail movement for that player normally. Nothing can ever end its movement off map. 1.2b Extra Detrainable Hexes. The dots in hexes B2.35 and B16.35 are to show they are detrainable. 1.3 Romania Air Box The Axis player has an off-map airbase in Romania. It may be used to base up to four air units at any given time, and no combat or barrage is ever allowed in this box. Aircraft based here have several advantages as well as restrictions: They refit for free. They can only fly missions within the printed Romanian borders. Page 1

2 The Third Winter They must return to the Romania Air Box after any mission (so going to Romania is permanent). 1.3a Entering & Exiting. For range purposes, the Romania Air Box is 10 hexes from any hex along the west edge of Map C. 1.4 Dneper River Part of the Dneper River is depicted as a Major River and part as Volga Class. This reflects its size and varied nature from the Pripet marshes in the North to the Black sea in the south. Standard OCS rules apply for the major river section. The rules below apply only to the Volga-Class river section. 1.4a Volga-Class Bridge Destruction. A Volga bridge is any hexside where a road or railroad crosses a Volga-Class river hexside. The Axis player has the option to destroy a Volga bridge when the first Soviet combat unit moves adjacent. This is automatically successful. If not done at this time, that particular bridge can never be destroyed. Note that bridges across other types of rivers cannot be destroyed. Design Note: The Dneper River is the major obstacle the Red army must cross to break through into the western Ukraine and to threaten the Balkans. Axis player be aware, ensure all your troops are across before you destroy the bridges. 1.4b Volga-Class Terrain. Moving (and attacking) across this Volga-Class river hexsides is limited to certain hexes. An intact Volga bridge allows any unit to move (and attack). A destroyed Volga bridge, a frozen Volga hexside, and a Ferry marker (see 1.5) allows only Leg MA units to move (and attack). Note a Volga-Class hexside lacking a bridge or deployed pontoon is prohibited terrain for movement (and combat). 1.4c Attacks Across Volga-Class. It is imperative that players understand that in OCS an attack can be made only where movement is possible (OCS 9.1f). Per the Terrain Effects Chart, this means that attacks across the lower Dneper River are limited to certain hexsides and units Intact (or repaired) bridges allow any units to move and attack normally, with one exception: no more than 3 RE can ever advance after combat across a Volga-Class hexside. A Ferry marker (described in 1.5a) or blown bridge only allows units with Leg MA to move and attack across a Volga-Class hexside. These features cannot be used in Snow weather, however. A Volga-Class hexside that lacks a Ferry marker or bridge never allows ground units of any type to move or attack across. 1.5 Pontoon Units Both sides can use Pontoon units to facilitate river crossings. These are particularly valuable when dealing with the formidable Dneper River barrier. Note that an HQ cannot perform the special Pontoon functions described in this section. On each non-snow turn an Engineer- Capable Pontoon unit that is adjacent to a river can do one of the following in its Movement Phase, but cannot move during the same phase. A) Deploy a Ferry marker (1.5a) in that hex. There is no Supply cost. The ferry is immediately available to units with a Leg MA (per TEC). B) Remove a Ferry marker from the hex. (No actual movement this phase is allowed.) C) Work to repair (1.5b) one adjacent blown Volga-Class bridge. 1.5a Ferry Markers. A Ferry marker has several effects: Volga-Class Rivers. A Ferry creates a limited crossing across every adjacent Volga-Class river hexside. Per the Terrain Effects Chart, a Ferry is functionally the same as a blown bridge (usable for movement/combat only by Leg units and only when conditions are not Ice-Pak). Put a Ferry marker on top of the stack (no hiding it!). A Pontoon unit cannot move until its Ferry is removed (per B above). No more than 3 RE can use the ferry cross to an adjacent hex in any given phase. Major & Minor Rivers. A Ferry creates a new bridge across every adjacent minor and major river hexside (as if a track is crossing the river). These bridges disappear if the Ferry marker is removed. Play Note: The track that is created makes the cost to enter the hex across the bridged river 1 MP in normal weather (and more during mud, etc., per the TEC). Note also that OCS 6.1d applies, so if the hex across the river is a swamp a Track or Truck MA unit will need to use a road when exiting the hex. 1.5b Bridge Repair. There is no SP cost, but it takes four turns to repair each bridge use Step-Loss markers or written notes to track progress. Repair is permanent (a bridge cannot be blown up a second time under any circumstance). The Pontoon unit is then free to move elsewhere on subsequent turns. Bridge repair is not allowed is an enemy combat unit is adjacent to the Pontoon unit. Only one hit on any given bridge can be repaired each turn (even if several Pontoon units are in the hex). Use one of the various Bridge Intact markers to show a repaired bridge. No more than 3 RE can use the ferry cross to an adjacent non-enemy occupied hex in any given phase. 1.6 Heavy Weapons 1.6a Heavy Tanks. Some units are have an H in the identification box, and these represent this period s heavy tanks (such as the Tiger I and SU-152). When H tanks are in the attack, no attacking units can have their modifier reduced by the usual AT effects (OCS 9.4e). When H tanks are defending, no attacking units can have a terrain multiplier greater than x1. (Reduc- Page 2

3 tions in strength due to terrain are unchanged.) When both attacker and defender have H tanks, the above effects cancel out just figure terrain and AT effects normally. Heavy tanks require special replacements; they cannot be rebuilt with normal Eq. See 1.9a. 1.6b Flak Units. Both sides deployed heavy flak assets in Ukraine. To reflect their impact, when in Combat Mode (only) the Soviet flak divisions and Axis flak regiments give an extra +1 to any flak roll in their hex. (This is indicated by the F under the Action Rating.) Design Note: In late-war OCS games such as Beyond the Rhine and Baltic Gap, extra flak is assumed to be everywhere (at least when playing the options in those games. In this mid-war period, we have decided to limit how we reflect the heavy flak in both armies by giving these units a special flak point. 1.6c Railroad Artillery. The railroad guns in both armies can only be moved by rail (but this does not count against the Rail Cap limits). These units are destroyed if forced to retreat. 1.7 Supply Cache Markers The Supply Cache is a new type of marker that is held off-map until spent at any friendly HQ as either Forage (1.7a) or Shells (1.7b). Both sides begin the game with two of the markers, and a new one is sometimes received as a Special Repl (1.8b). If more markers are needed, note the flip side can be used to show a double marker. 1.7a Forage. During the Supply Phase, a player can spend a Supply Cache marker to allow an HQ and all combat units within its Throw Range to gain trace supply. Some restrictions: Forage can only be used on the first turn an HQ is out of trace supply. After that, if still out of supply, it must breakout, eat off the map, or risk attrition. Forage can only be used when enemy action cuts the HQ s trace supply. It cannot be used by spearheads! 1.7b Shells. A player can spend a Supply Cache marker to reduce the cost of an artillery barrage being thrown supply by an HQ. Shells are available even if the HQ is not in trace supply. Shells reduce the cost of one arty barrage by 2T per marker spent. No change is given if the cost is reduced below zero. Shells also allow artillery units to fire partial factors. For instance, a could barrage with just ten points essentially a free barrage after the marker s cost reduction. 1.8 Reinforcements There are two types of reinforcements, those obtained from the Repl Table and the ones listed on the Arrival Schedule. 1.8a Variable Repls. A player rolls on the Repl Table to check for variable arrivals during his Reinforcement Phase. Each side has a unique table. Off-Map Repl Storage. The usual Eq and Pax counters are not used. Instead each side has a player card on which the current totals are tracked. Some special cases: Limited Hoarding. At least 1/2 of Pax and 1/2 of Eq must be used on the turn they are received. (So no saving them for later unless at least two are received on a given turn.) Other type of repls (including EqH) cannot be saved for later. Flexible Axis Rebuilds. Axis Repls can be assumed to be in the hex with any HQ that currently has a trace supply path. There is no need to march or rail them forward. Rigid Soviet Rebuilds. All Soviet ground unit rebuilds must be done in the RVGK-1 or RGVK-2 Box (never on-map). Air Rebuilds. An aircraft step can be rebuilt at any friendly air base. Repl Table Results. Repls are used per OCS Notes on the types received: Air can either bring an on-map air unit back up to full strength, or bring a dead air unit back into play (at any airbase, Active) as a reduced aircraft. Eq have an AR value, and the unit rebuilt cannot have an AR that is higher than this number. Eq are not used to rebuild aircraft in this game! EqH are a special type of Eq used to rebuild armored and anti-tank units with an H in the symbol box (1.7). Ally are Pax that can only be used to rebuild Romanian and Hungarian units. 1.8b Special Repls. If the is a Y in the SR column of the Variable Repl Table, the player also rolls on his Special Repl Table for two free builds. Each side has a unique table. Here are notes on the types received: Arty is a rebuild of one artillery, mortar, or katyusha/werfer step (never an entire division!). Assault is a rebuild of a Special Assault Unit (see 3.5a). This is the only way to rebuild them! Flak is a rebuild of one special flak unit (1.6b). HQ rebuilds one HQ. Pontoon is a rebuild of one pontoon unit. Hedgehog lets a Level-1 Hedgehog be put in any hex in trace supply, even an empty one, but never adding to an existing hog. Cache gives the player an Supply Cache marker. Alert lets one alert unit be placed. These vary in quality, so the player must make a random choice of which to deploy. See 2.4a. Page 3

4 The Third Winter 1.8c Arrival Schedules. The Soviet and Axis arrival charts trace the comings and goings of units during the campaign. A few unusual things to keep in mind: Removals. When a unit is called on to be Removed by the arrival charts it, or else a unit with identical factors, is immediately removed from play, regardless of its current situation (even if in the dead pile or surrounded). Some of these units will return again, but most are gone for good. Fuel is not needed to exit the map (no actual movement is conducted), but internal stocks must be replenished (deduct this from the next Supply Table arrivals). Design Note: As the Ukrainian offensives gained success Stalin began to eye wider strategic gains. Many of the withdrawals go to the Belorussian fronts to prepare for the upcoming summer Bagration offensive. Equally, the re-conquest of the Crimea accounts for the 4th Ukrainians withdrawal late in the game. 1.9 Weather Weather played a critical role during the campaign, and there are different Terrain Effects in this game for Normal, Frozen, and Mud conditions. Also possible is a sudden winter Thaw that will effectively halt all major action. Players should pay close attention to how weather affects air operations and ground movement. Weather is determined each turn by rolling separately for Ground Conditions (one die) and Flight Conditions (two dice). Use the row for the current date and read across to find the result in the column with the number rolled. The full effects of each weather type result are given on the Weather Table. Notes: Weather on the first turn of scenarios is pre-determined (per the General Information). The campaign will end early, during the Weather Determination Phase, if Mud is the ground condition in April for a third consecutive turn Random Events Random events are used in all campaign games but not smaller scenarios. Roll on the random events table at the start of 1st, 12th, and 22nd of each month, after determining the weather. Some events may occur only once per game and some may not occur due to historical dates The Armies Soviet units are: Red Army (tan) Guards (red-tan) Red Air Force (orange-tan) Guards Aircraft (red-tan) Czech (mauve) Axis units are: Wehrmacht (gray) Waffen-SS (black) Kriegsmarine (dark blue) Luftwaffe (light blue) Romanian (olive) Hungarian (steel blue) Slovak (green) Cossack (pale yellow) 1.11a Counter Limits. The supply of Breakdown regiments is limited to the counters provided: The Wehrmacht has 23x AR3, 29x AR4, and 4x Jäger regiments. The Luftwaffe has 3x AR5 regiments. The Hungarians and Romanians both have 1x AR2 and 1x AR3 regiment. The Red Army has 14x AR2 and 5x AR3 regiments. The Guards have 2x AR2, 22x AR3, and 7x AR4 regiments. If using option 4.1, the supply of Axis Remnant battalions is limited to the six counters provided. Remnants and breakdowns are returned to the available pool when they are removed from the map (the number available never changes). 2.0 Axis Special Rules 2.1 Supply and Reinforcements The following map-edge hexes with any type of road or railroad that enters the map are Axis supply sources: North edge of map A. West edge of maps A and C. South edge of map C. Hexes on the south edge of Map D are Axis supply sources only in (They convert into Soviet supply sources in 1944.) Hexes B2.35 and B4.35 are Axis supply sources in September only. (After this, they convert into Soviet supply sources.) New or rebuilt planes appear Active at any airfield in trace supply. Usually a group of new ground units will appear at a specific Entry Hex, per the Axis Arrival Chart. Exceptions and special handling: Repl Table arrivals and Breakout returns (OCS 12.8e) are placed at any Army or Corps HQ that is Engineer-Capable (OCS 13.8a) and in trace supply. Exception: Alert units (2.4a) can also arrive at any Kampfgruppe HQ (2.3b). SP are placed per the Supply Table notes. They are placed using free Rail Cap but the hexes must have valid rail movement paths (per OCS 13.3e) via standard gauge railroads. Extra SP cannot be shipped onto the map via Air Transport or Rail Cap. Note reinforcements can entrain in an arrival hex that has a standard gauge railroad (per OCS 13.6b). 2.2 Luftwaffe 2.2a Hip Shoots. The Luftwaffe s Ju.87 and Hs.129 units are the only aircraft in the game allowed to Hip Shoot. 2.2b JG 52. Hartmann s elite Bf.109G fighter unit is given a special 6 air-to-air combat factor. It is replaced as any other air unit. Page 4

5 2.2c Tank-Busters. The two air units with red barrage values a Ju.87G and a Hs.129 are tank busters. They receive a +1 die roll modifier on the Barrage Table if the target is a stack of enemy ground units containing Yellow-Armor or Red-Mech units (see OCS 3.2a), and all of the barrage factors come from tank-busting air units (other planes can serve as escorts, but cannot add in their barrage factors). Losses inflicted by a tank-buster mission must be taken from Yellow-Armor or Red-Mech units, if present. Losses suffered by a tank-buster mission (from Flak) must be taken from the Ju.87G or Hs.129 (never other air units in the mission). 2.3 Special Axis HQs 2.3a Kampfgruppe HQs. The pair of special Kampfgruppe HQs reflect Germany s command and control superiority. Hold these off-map until needed. A Kampfgruppe HQ can be placed with any friendly combat unit anywhere, even into a pocket during the Axis Supply Phase. If destroyed (or if voluntarily removed), a Kampfgruppe HQ returns three turns later (put them on the Turn Record as a reminder of when they appear again). A Kampfgruppe HQ has a Combat Mode defense strength of 2 (not the usual 5). is never Engineer-Capable (OCS 13.8a). has the special ability of providing unlimited trace supply to all Axis combat units within throw range. Design Note: During the frenetic retreat of late 1943, the German forces demonstrated an ability to escape large pockets and continue the retreat to the Dneper and beyond. Equally, fortress cities held on for many weeks. KG HQs reflect that ability, and are similar in effect to the Tree Bark Soup effect in GBII. 2.3b Army HQs. Army HQs represent a higher command level than is typically shown. These can only move by rail (counting as 1 RE against Cap). Special characteristics of Army HQs: A) Up to 2T of each turn s Army HQs supply can be placed with each Axis Army HQ. B) Are always in Move Mode (so are never Engineer-Capable and only have a defense strength of 1). C) Once per game, each can replace one eliminated Corps HQ at no cost. The counter s front side (with the 1 ) shows it has not yet done this after using this ability, flip the counter to its 0 side. Place the rebuilt HQ with the Army HQ. D) In addition to combat losses, they are destroyed when not in a detrainable hex (check in the Axis Supply Phase), or forced to retreat after combat. E) If destroyed, they are rebuilt (at no cost) in the next Axis Reinforcement Phase. (Always put a replaced Army HQ on its 0-side.) Design Note: Army HQs give a bit of extra supply-throw where needed, and also contain extra staff that can quickly replace a lost Corps HQ. Note the Soviets gain 1 VP for every two Army HQs destroyed, so don t get too reckless with them! 2.4 Axis Miscellany 2.4a Fortress Units. The first time an enemy combat unit comes within two hexes of a minor or major city, the Axis player may declare it to be a fortress. This can only be done if a fort unit exists in the available pile, and note the Romanian fort can only be placed with that country s borders. When a fortress is delared: Place a fort unit in the city. (Exception: two such units can be put in Odessa and Kiev, in any hexes of the city.) Note the counter mix is a deliberate limit and may not be exceeded. Once a city is declared a fortress, no Axis units including SP may voluntarily leave the city hex(es). (Exception: If there is an airbase in the city, aircraft may freely fly in and out of the fortress.) Design Note: This rule is reflects Hitler s intervention, but the Axis player has the choice of whether or not to take the free unit when the situation arises. Consider carefully, as the impact on movement of supply and units is significant. 2.4b Alert Battalions. Alert units are scratch companies and battalions that were rounded up to serve at the front. They are received on certain Special Repl Table results, and arrive at any HQ (cut-off German HQs often by necessity deployed such units). When destroyed they are placed back in the pool for further selection. Design Note: The Germans were falling back on the Ukrainian home command base area. This geography had been under Army Group South s military rule for 2-3 years, and Alert units represent various rear-area companies and battalions being conscripted into combat roles. 2.4c Panzer Breakdown. During his Reinforcement Phase, the Axis player must check for panzer breakdown if he has any Yellow-Armor units east of the Dneper River. On a roll of 8 or more, one of these battalions (player s choice) is removed and placed in the Dead Pile. Design Note: The Wehrmacht lost more armored vehicles in the long retreat due to mechanical failure than throughout the rest of 1943 including the battle for Kursk. This rule reflects the collapse of recovery and repair shop facilities during the retreat. 2.4d Dual-Purpose Stugs. The three armored arty battalions (741, 905, and 911) all have non-printed barrage values of 9 in Combat Mode and 3 in Move Mode. Page 5

6 The Third Winter Design Note: These somewhat exotic units had both Stugs and self-propelled artillery. There is no special marking, so don t forget the barrage ability! 2.5 Axis Allies 2.5a Hungarian Army. There are some restrictions: Hungarian units can never move (or retreat) off Maps A and B. Furthermore, a Hungarian unit in the ten western hex columns of Map A can never move (or retreat) out of this area. A Hungarian HQ can only rebuild and supply Hungarian units. 2.5b Romanian Army. There are some restrictions: Romanian units can never move (or retreat) off Maps C and D. Furthermore, a Romanian unit inside the borders of Romania can never move (or retreat) outside of this area. A Romanian HQ can only rebuild and supply Romanian units. 2.5c Romanian Collapse. Romanian Collapse can be triggered if the Soviets occupy Iasi (both hexes) or exit 3 RE of combat units off the map at entry Area D. If either (or both) conditions apply, throw one die in the Axis Reinforcement Phase. 1-3 = Romania surrenders and all of their units are withdrawn from the game. 4-6 = Roll again next turn (assuming the conditions still apply). Design Note: The Romanian Army, bar a few units that were operating with AGS, was rebuilding. This long process began after the Stalingrad campaign. Units in the game reflect the most effective units that were deployed. All were of relatively low quality, and during this campaign Romania was conducting secret negotiations to surrender and change sides. 3.0 Soviet Special Rules 3.1 Supply and Reinforcements The following map-edge hexes with any type of road or railroad that enters the map are Axis supply sources: East edge of maps B and D Hexes on the north edge of Map B become Soviet supply sources in October. (Prior to this, they are Axis supply sources.) Hexes on the south edge of Map D become Soviet supply sources in (Prior to this, they are Axis supply sources.) New or rebuilt planes appear Active at any airfield in trace supply. Usually a group of new ground units will appear at a specific Entry Hex, per the Soviet Arrival Chart. Exceptions and special handling: Breakout returns (OCS 12.8e) are placed at any HQ that is Engineer- Capable (OCS 13.8a) and in trace supply. Rebuilds arrive at either RGVK Box (see 3.1). SP are placed per the Supply Table notes. They are placed using free Rail Cap but the hexes must have valid rail movement paths (per OCS 13.3e) via standard gauge railroads. Extra SP cannot be shipped onto the map via Air Transport or Rail Cap. Note reinforcements can entrain in an arrival hex that has a standard gauge railroad (per OCS 13.6b). 3.1 RGVK The RGVK is used to govern rebuilding of shattered formations and to realistically simulate the Red Army s somewhat massive pool of strategic reserves. These strategic reserves are divided in two, with what we call RGVK-1 in the south and the RGVK-2 in the north. Each RGVK Box is further divided into a Reserve section (for divisions and corps that are not fully rebuilt) and a Ready section (for units that are full-strength and thus ready for deployment). 3.1a RGVK Markers. These markers are used to show the rough on-map location of units that are currently in the associated RGVK Box. RGVK-1 s marker must always end its movement on Map C or D, and RGVK-2 s marker must stay on Map A or B. The RGVK markers May be only be moved by rail and must always be located on a rail hex. Each counts as 1 RE for Rail Cap. Cannot be railed into or through a hex that is within 20 hexes of an Axis combat unit. (Exception: Ignore units being supplied by a Kampfgruppe HQ.) 3.1b RGVK Box Minimums. Each of the two RGVK boxes must contain the following at a bare minimum (but see 3.1c below): Tank and/or Mech corps 6 Cavalry corps 1 Artillery and/or Katy divisions 2 Infantry divisions 3 Tank Army HQs 1 For a multi-unit formation or artillery/ katyusha division to count against the limits, all of its living units must be in the box and there must be at least one unit in the box (if only just the organic truck). Note there are no maximum limits on additional corps or divisions that can be in an RGVK Box, nor are there any for independent units (such as tank brigades and assault engineers). 3.1c Entering the RGVK. At the end of the Soviet Movement Phase, units within 5 hexes of an RGVK Marker can enter that RGVK Box. Simply remove the units from the map and place them in the associated box. Units will also enter an RGVK Box in the Soviet Reinforcement Phase, when being rebuilt. Units in an RGVK Box are automatically supplied. All living units of a multi-unit formation or artillery/katy division must enter the box together part Page 6

7 of a formation or division can never remain on the map or be put in a different RGVK Box. 3.1d Exiting the RGVK. Released units are put anywhere within 5 hexes of the RGVK Marker. Units are only allowed to exit an RGVK Box under these conditions: A) If an Axis combat unit is within 10 hexes of an RGVK Marker, every unit in that RGVK Box is put on the map. (Exception: Ignore units being supplied by a Kampfgruppe HQ.) RGVK Minimums must be restored after dealing with the enemy threat. (No foot-dragging allowed.) B) At the start of the Soviet Movement Phase, units in an RGVK Box may be released under these conditions: RGVK Minimums must be maintained at all times. Corps and Divisions must be full-strength (with no missing steps or dead units) when they are released from the RGVK. Independent units (OCS 3.2f) can only be released when a Tank Army HQ is also exiting the box. Up to 5 RE may be released with each such HQ. All Truck and Track MA units receive free fuel in the phase they are released. Released units are free to move as desired (even to the other RGVK area). 3.2 Red Air Force 3.2a No Hip Shoots. Soviet air units cannot conduct hip shoots. 3.2b Frontal Air Armies. Some of the Soviet air units are allocated to a specific Front HQ (see 3.3). Stripes are used to identify these counters, and the same stripe is on the HQ itself. 3.2c Mission Hex Limits. The aggressive use of Soviet aircraft a Fighter Sweeps, Barrage, or Trainbusting has the following added range restriction. The mission hex must be no farther than 20 hexes away from a Front HQ in Offensive Posture (3.3d), or else within 10 hexes of a Front HQ in Defensive Posture (3.3c). In addition, air units with Frontal Air Army stripes (3.2b) can only count this distance from their own Front HQ. 3.3 Front HQs Front HQs represent a higher command level than is typically shown. These are used to simulate the Red Army s rigid command structure in this period. There are just four Front HQs. 3.3a Restricted Placement. Two of the Front HQs, the 1st and 2nd Ukrainian (under RGVK-2), are restricted to Map A and B. The other pair, the 3rd and 4th Ukrainian (under RGVK-1), must always remain on Map C and D. Design Note: The Red army was successfully undertaking deep penetration attacks. However command and control still was limited as were the transfer of large formations between fronts. This rule reflects these limitations and takes careful planning from the Soviet Player. 3.3b Front HQs are very important for both Mission Hex Limits (3.2c) and Posture (3.3c and 3.3d). Note scenario setups will indicate the initial posture of each Front HQ and the boundaries between them (3.3e). Special characteristics of Front HQs: A) of each turn s Front HQs supply can be placed with a Soviet Front HQ (these hexes need not be detrainable). B) Are always in Move Mode. (so are never Engineer-Capable and only have a defense strength of 1). C) Can only move by rail (cost is 1 RE of Cap). D) Cannot be railed into or through a hex that is within 10 hexes of an Axis combat unit. (Exception: Ignore units being supplied by a Kampfgruppe HQ.) E) In addition to combat losses, they are destroyed when not in a detrainable hex (check in the Soviet Supply Phase), or forced to retreat after combat. F) If destroyed, they are rebuilt (at no cost) in the next Soviet Reinforcement Phase. 3.3c Defensive Posture. A Front HQ can change to a Defensive Posture with a simple flip of the counter at the end of a Soviet Reinforcement Phase. This posture has disadvantages: A Defensive Front HQ puts severe limits on nearby Barrages, Trainbusting, or Fighter Sweep missions (3.2c). In any Soviet attack against a hex within the boundaries of a Defensive Front HQ, the lead unit s printed Action Rating is reduced by 2. In any Soviet defense in a hex within the boundaries of a Defensive Front HQ, the lead unit s printed Action Rating is increased by d Offensive Posture. A Front HQ can change to an Offensive Posture with a simple flip of the counter at the start of a Soviet Reinforcement Phase, but only if there are currently at least three Front HQs in Defensive Posture. (Note that no more than two of the four Fronts can ever be in Offensive posture at the same time.) Keep a written record of when a Front HQ changes to an Offensive Posture, because this posture has some timing limits: A Front HQ must remain in Offensive Posture for at least three turns. A Front HQ has the option to leave Offensive Posture after three to eight turns. A Front HQ must leave Offensive Posture after nine turns. Page 7

8 The Third Winter 3.3e Boundary Markers. Each of the Front HQs has a command zone delineated by Boundary markers. The initial positions of these markers are given in the setups. The boundary line between adjacent fronts can shift over time, and can also be angled a bit. Boundary markers have some special characteristics: A) They may move one hex per turn, but only in a westerly direction (into the adjacent hex to either the southwest or northwest). B) They must always be adjacent to another front marker (either due north or south of the other) or else along a the map edge. C) The boundary arrows must face southwest, northwest, or due west. Adjacent markers must have the same facing. Note the half hexes along the boundary between two Fronts faced due west are always considered to be inside the more northern of the two Fronts. D) All units in a Soviet ground attack or artillery barrage must be within the boundary of the same Front. E) At a minimum, four Army HQs, one tank corps, one mechanized or cavalry corps, and one artillery or rocket division must always be within the boundary set for each Front. Note a front boundary neither blocks nor inhibits supply paths (both draw and throw), nor does it limit the movement freedom of ground units in any way (as long as the above front minimums are maintained). 3.4 Artillery Barrage Markers The Soviets have four Artillery Barrage Markers, one per Front. Every scenario will list which are Ready and Not Ready at the start of the game. 3.4a Ready. A Ready Artillery Barrage Marker can be spent at the beginning of any Soviet Combat Phase by (temporarily) putting it on the map. The restrictions and effects are pretty simple: The placement hex must be in the command zone (3.3e) of the marker s Front HQ. Soviet barrages during the phase on the placement hex or adjacent hexes are free (no supply cost) if all firing units are in Combat Mode. 3.4b Not Ready. After conducting the free barrages (above), flip the marker and put it in the next open slot on the Not Ready Track. On Random Event Turns, the common event lets the Soviet player change one Artillery Barrage Marker from Not Ready to Ready by simply flipping the counter. The order in which the Not Ready markers become Ready is rigidly determined by how long the marker has been on the Not Ready Track. It is always first in, first out. Ready markers are then moved to the Ready Pool and any remaining markers on the Not Ready Track should slide over to the left. Example: At the start of the game there are two Ready Artillery Barrage Markers (for 1st and 2nd Ukrainian) are two that are Not Ready (for 3rd and 4th Ukrainian). The Not Ready markers are setup in the two left-most slots on the Artillery Marker Track (player s choice for which is considered first in ), and the other two are put in the area reserved for Ready markers. Let s say the Soviets use both of their Ready markers on the first turn of the game. The exact order in which they are spent is important, because it determines the order in which they will flip from Not Ready to Ready. Design Note: This rule reflects the stockpiling of munitions prior to major Soviet offensives and the barrages that followed. It is also likely to stagger those offensives in historical fashion, due the way Artillery Barrage Marker are recycled. 3.5 Soviet Miscellany 3.5a Special Assault Units. The 1890th Flame-Tank and the various assault engineer brigades were used to spearhead attacks on cities (major or minor), forts, hedgehogs, and across rivers. The printed Action Rating is only for attacks into a hex (or across a hexside) that includes these types of terrain. When attacking a hex without these terrain types, and whenever they are defending, the printed Action Rating is reduced by 1. These units can only be rebuilt on a certain Special Repl result. The 1890th does not get the above bonus when attacking across a river. Page 8

9 4.0 Optional Rules 4.1 Remnants If a infantry division (only these!) loses its last step, it creates a remnant battalion (assuming one is available). The remnant is immediately retreated two hexes from the eliminated division s hex but if the retreat path must go through an enemy ZOC, or the remnant does not end up west of its starting location, it is destroyed. The remnant maintains the marker & mode status of its (destroyed) parent division. In the Axis Reinforcement Phase, a remnant battalion that is stacked with an HQ can be removed in order to rebuild a (with one step left) if a Pax repl is also spent. Design Note: The Germany s ability to fight with ad hoc units and to retain cohesive integrity was renowned, even as the Wehrmacht s effective fighting organisations declined in this period th Panzer Corps On 12 April or later, the Operation Margarethe forces can deploy. These are optional units that cost the Axis player 1 VP to bring into play. The units are: 58 Pz Corps HQ Panzer Lehr Division (all units) 16th SS PzGr Division (all units) 18th SS PzGr Division (all units) 42nd Jaeger Division 2 Truck Points 3 SP He Victory Conditions In the campaign game, the final Soviet Victory Points score determines who wins. These points are based on historical goals and events, and drive both players to at least match history without necessarily following it. +2 VPs for the capture of Kiev. +1 VP for the capture of Odessa. +1 VP for the capture of Uman. +1 VP for the capture of Ternopol. +1 VP for the surrender of Romania. +1 VP per two Axis Army HQs eliminated. +1 VP for having at least one Mechanized or Tank Corps in an Entry C hex (on Map A). +1 VP for having a Mechanized or Tank Corps in an Entry D hex (on Map C). +1 VP if German player deploys the optional 58th Panzer Corps (4.2). -1 VP if any Axis combat units were adjacent to the Dnepr and north of Dnepropetrovsk at the start of the 1 January 1944 turn. 4 VP or less is an Axis Victory 5 or 6 VP is a Draw 7 or more VP is a Soviet Victory Scenario Setup Notes A) Scenarios specify the first turn s weather and who sets up first and who moves first. Thereafter, use regular initiative/weather rolls. B) Reinforcements come from the order of arrivals, supply tables, and repl tables. C) Organic Trucks are unloaded at start, as are all Transport Points (unless SP is listed in hex). D) Note some German terms among the setups: Krd is motorcycle, Aufk is armored recon, and Pz is tank. The Abbreviations section on page xx has some others. Page 9

10 The Third Winter Scenario 1: The Dneper Battles General Information First Turn: 26 Sept 43 Last Turn: 26 April 44 Total Game Length: 63 turns First Player: Soviet Setup Order: Axis first Weather: Dry with Normal Flight on 26 Sept Special Scenario Rules Neither side makes the normal Supply Table and Repl Table rolls on 26 Sept. Soviet Set-Up Information Rail Cap: 14 Reserve Markers: 10 available Supply Cache Markers: 3 available Barrage Markers: 1st is Ready. 2nd, 3rd, and 4th are Not Ready. Reinforcements: Per Order of Arrival Variable Repls: Per Repl Table Dead Pile: 1 Gd Mech Corps (9 Gd Tk) 2 Gd Mech Corps (37 Gd Tk) 4 Gd Mech Corps (36 Gd Tk) 5 Gd Mech Corps (24 Gd Tk) 3 Gd Tank Corps (18 Gd Tk) 4 Gd Tank Corps (14 Gd Tk) 5 Gd Tank Corps (20 Gd Tk) 6 Gd Tank Corps (53 Gd Tk) 7 Gd Tank Corps (56 Gd Tk) 8 Gd Tank Corps (59 Gd Tk) 1 Mech Corps (219 Tank) 5 Mech Corps (233 Tank) 7 Mech Corps (41 Gd Tank) 9 Tank Corps (23 Tank) 10 Tank Corps (186 Tank) 11 Tank Corps (20 Tank) 16 Tank Corps (164 Tank) 19 Tank Corps (79 Tank) 20 Tank Corps (8 Gd Tank) 23 Tank Corps (39 Tank) 29 Tank Corps (31 Tank) 31 Tank Corps (100 Tank) Railheads: D51.06 to D62.06 D49.12 to D59.06 D54.19 to D62.19 D53.24 to D62.20 D48.30 to B51.02 B44.04 to B59.09 B45.07 to B60.09 B60.09 to B62.16 B12.26 to B62.31 B33.12 to B31.13 to B23.16 B17.19 to B16.27 B20.13 B12.31 D45.01: Inf Div (118) (5)-1-1 UR Bde (116) D46.01: Inf Div (221) (5)-1-1 UR Bde (78) D46.02: Inf Div (347) D46.03: Inf Div (130) (5)-2-1 Gd UR Bde (1) D46.04: Gd Inf Div (33) (3)-2-2 AT Bde (8) D46.05: Gd Inf Div (87) Assault Bde (63) D46.06: Inf Div (302) AG Bn (1892) D46.07: Gd Inf Div (3) Flm Tk Rgt (1890) D46.08: Gd Inf Div (24) D46.09: Gd Inf Div (109) Gd Hvy Tk Bn (62) D46.10: Gd Inf Div (108) Gd Tk Bde (32) D46.11: Gd Inf Div (49) (3)-2-2 AT Bde (7) D46.18: Inf Div (91) D46.19: Inf Div (126) Assault Bde (7) D47.01: Inf Div (416) (3)-2-2 AT Bde (6) Gd Katy Div (4) D47.04: Gd Inf Div (86) Gd Tk Bn (22) D47.13: Gd Inf Div (40) (3)-2-2 AT Bde (15) D47.14: Gd Inf Div (34) Gd Tk Bde (6) D47.15: Gd Inf Div (54) Assault Bde (43 Sp) D47.16: Inf Div (301) Tk Bde (238) D47.17: Gd Inf Div (4) D47.18: Inf Div (257) D48.07: 2 Gd Mech Corps (4 Gd Mech, 5 Gd Mech, 6 Gd Mech, 1543 Hvy AT, Truck) Gd Tk Bde (33) Gd Hvy Tk Bn (1) Gd Arty Div (2b) D48.09: 20 Tank Corps (80 Tk, 155 Tk, 7 Gd Inf, 1834 Hvy AT, 1895 AG, 291 Mort, Truck) Gd Katy Bde (13) Page 10

11 D48.11: Inf Div (61, 77) Assault Bde (12) D48.13: Gd Inf Div (50) Gd Hvy Tk Bn (60) D48.17: Inf Div (320) Tk Bde (140) D48.19: Inf Div (315, 346) D49.03: 28 Army HQ D49.05: MC Rgt (52) D49.06: 2 Gd Army HQ Inf Div (295) (1)-0-1 Pontoon Bgd (4 Ukr) (5)-1-1 AA Div (2) Gd Arty Div (2a) 2 SP D49.12: Inf Div (417) (1)-0-3 RR Repair Rgt (4 Ukr) D49.14: 5 Gd Cav Corps (11 Gd Cav, 12 Gd Cav, 63 Cav, 9 Gd Mort, Truck) D49.16: Gd Inf Div (96) Arty Div (26) D50.11: 44 Army HQ Gd Hvy Tk Bn (7, 9) (5)-1-1 AA Div (18) (1)-0-1 Pontoon Bde (1 Pont, 2 Pont) D50.14: Inf Div (230) (3)-2-2 AT Bde (9) D51.15: 5 Shock Army HQ (5)-1-1 AA Div (15) D55.08: Gd Abn Bde (4) D55.05: Gd Abn Bde (7) D56.11: D56.16: D60.19: RVGK-1 Marker (1)-0-3 RR Repair Rgt (1 RVGK) 3 SP D55.14: 4 Ukr Boundary marker D55.15 and D44.34: 3 Ukr Boundary marker RVGK-1 Box (Ready): 4 Gd Cav Corps (30 Cav, 9 Gd Cav, 10 Gd Cav, 1815 AG, 12 Gd Mort, Truck) RVGK-1 Box (Reserves): 2 Tank Army HQ 4 Gd Mech Corps (13 Gd Mech, 14 Gd Mech, 15 Gd Mech, 292 Gd AT, 1828 Hvy AT, Truck) 3 Tank Corps (50 Tk, 51 Tk, 57 Inf, 1540 Hvy AT, 1818 AT, 234 Mort, Truck) 11 Tank Corps (36 Tk, 65 Tk, 12 Inf, 1493 AG, 243 Mort, Truck) D37.30: MC Rgt (53) D37.31: Gd MC Rgt (3) D37.32: Gd Inf Div (58) D37.33: Gd Inf Div (14) Tk Bde (173) D37.34: Gd Inf Div (36) D38.29: Inf Div (31) Tk Bn (212) D39.31: 46 Army HQ (5)-1-1 AA Div (4) Arty Div (16a, 16b) D40.28: Inf Div (394) AG Bn (1889) D41.28: Inf Div (236) Tk Bn (224) D41.34: Gd Inf Div (15) Gd Tk Bde (27) D42.26: Inf Div (409) AG Bn (1816) D42.27: Inf Div (353) Gd Tk Bn (17) D42.28: Arty Div (9b) D42.35: Inf Div (19) Tk Bn (262) D43.26: Inf Div (223) Tk Bn (52) D43.33: Inf Div (53) Tk Bde (201) D43.35: Gd Inf Div (73) Inf Div (303) (3)-2-2 AT Bde (30) D44.26: Inf Div (228) (3)-2-2 AT Bde (11) D45.27: Inf Div (152) Tk Bde (11) Page 11

12 The Third Winter D46.20: Inf Div (216) Gd Flm Tk Bde (31) Assault Bde (44 Sp) D46.21: Inf Div (259) Gd Inf Bde (5) D46.22: Inf Div (266) Tk Bn (243) D46.26: Inf Div (195) (3)-2-2 AT Bde (5) D46.27: Inf Div (6) Arty Div (9a) D47.26: Gd Inf Div (20) Assault Bde (51) D47.20: Arty Div (7a, 7b) D47.22: 7 Mech Corps (16 Mech, 63 Mech, 64 Mech, 1440 AG, 1821 AT, 614 Mort, Truck) D47.23: 23 Tank Corps (3 Tk, 135 Tk, 56 Inf, 1443 AG, 457 Mort, Truck) D47.28: (1)-0-1 Pontoon Bde () D47.33: 3rd Ukr Front HQ (3)-2-2 AT Bde (42) 4 Truck Points D48.22: Gd Inf Div (61) D48.23: Gd Inf Div (59) D48.24: Gd Inf Div (47) Gd Hvy Tk Bn (10) D48.25: Gd Inf Div (25) Assault Bde (11) D48.27: Inf Div (328) (1)-0-1 Pontoon Bde (4 Pont, 5 Pont) D48.30: Inf Div (243) (1)-0-1 Pontoon Bde (3 Ukr) D49.20: 19 Tank Corps (101 Tk, 202 Tk, 26 Inf, 1452 AT, 1824 Hvy AT, 179 Mort, Truck) D49.21: 1 Gd Mech Corps (1 Gd Mech, 2 Gd Mech, 3 Gd Mech, 1544 Hvy AT, 116 Gd Arty, 267 Mort, Truck) D49.22: Gd Inf Div (57) Inf Div (279) Mort Bde (23) D49.26: Gd Inf Div (35) Inf Div (24) D50.27: 1 Gd Army HQ (5)-1-1 AA Div (3) D51.21: 3 Gd Army HQ (5)-1-1 AA Div (22) 2 SP D51.30: Gd Inf Div (60) D52.20: 51 Army HQ D52.30: Inf Div (203, 333) AG Bn (1888) D53.24: 6 Army HQ Inf Div (78) (5)-1-1 AA Div (21) D53.32: 12 Army HQ Inf Div (244) Gd Hvy Tk Bn (16) D55.25: Gd Inf Div (74) Tk Bn (141) D55.26: Gd Inf Div (27, 79) Gd Hvy Tk Bn (5) D56.26: 8 Gd Army HQ Gd Inf Div (39) D57.27: Gd Inf Div (82, 88) D58.05: 4th Ukr Front HQ 4 Truck Points 1 Wagon Point D59.29: Inf Div (50) B7.19: Inf Div (240) B8.17: Assault Bde (5) Tk Bde (96) Tk Bn (167) B8.18: Inf Div (71) B8.19: 7 Gd Mech Corps (24 Gd Mech, 25 Gd Mech, 26 Gd Mech, 57 Gd Tk, 293 AG, 468 Gd Mort, Truck) B9.18: 38 Army HQ (5)-1-1 AA Div (16) B10.14: Gd Abn Bde (1) Page 12

13 B10.17: 3 Gd Tank Corps (3 Gd Tk, 19 Gd Tk, 2 Gd Inf, 1436 AT, 1496 AG, 1836 AG, 269 Mort, Truck) B11.15: Inf Div (180) B11.16: 8 Gd Tank Corps (58 Gd Tk, 60 Gd Tk, 28 Gd Inf, 15 Gd Hvy Tk, 269 Gd Mort, Truck) B11.17: Assault Bde (6) Gd Arty Bde (25H) B11.18: 1 Gd Cav Corps (1 Gd Cav, 2 Gd Cav, 7 Gd Cav, 1461 AG, 1 Gd Mort, Truck) B12.16: (1)-0-1 Pontoon Bde (1 Ukr) Ferry Marker B12.17: 10 Tank Corps (178 Tk, 183 Tk, 11 Inf, 1450 AT, 287 Mort, Truck) B13.15: Inf Div (337) Assault Bde (60) (4)-2-2 Gd AT Bde (8) B13.17: 40 Army HQ Assault Bde (49 Sp) (5)-1-1 AA Div (27) (1)-0-1 Pontoon Bde (6 RVGK) 7 SP B15.13: Inf Div (38) (3)-2-2 AT Bde (28) B15.14: Gd Hvy Tk Bn (8) Tk Bn (202) B16.12: Inf Div (309) (3)-2-2 AT Bde (32) B17.12: Inf Div (23) B17.13: Inf Div (253) Assault Bde (4) B17.19: 9 Tank Corps (95 Tk, 108 Tk, 10 Inf, 1455 AG, 1508 AG, Truck) (3)-2-2 AT Bde (23) B20.10: Inf Div (30) B20.13: 47 Army HQ (5)-1-1 AA Div (9) (1)-0-3 RR Repair Rgt (1 Ukr) B21.11: 3 Gd Mech Corps (7 Gd Mech, 8 Gd Mech, 9 Gd Mech, 35 Gd Tk, 1510 AG, 1831 Hvy AT, 129 Mort, Truck) B21.14, within 3 hexes: 5 Gd Mech Corps (10 Gd Mech, 11 Gd Mech, 12 Gd Mech, 104 Gd AG, 1529 Hvy AT, 285 Mort, Truck) B21.15: 5 Gd Tank Army HQ Gd Tk Bn (53) Gd MC Rgt (1) Tk Bn (39) 2-1-rr Arty (1 Ukr) B23.17: B23.23: B24.17: Gd Inf Div (42) Gd Abn Bde (3, 5) (5)-1-1 AA Div (35) B25.09: Inf Div (218) Assault Bde (9) (4)-2-2 Gd AT Bde (9) B28.09, within 3 hexes: 31 Tank Corps (237 Tk, 242 Tk, 65 Inf, 1244 AG, 1535 Hvy AT, 617 Mort, Truck) B28.19: Inf Div (206) Assault Bde (15) (4)-2-2 Gd AT Bde (7) B29.11: 52 Army HQ (5)-1-1 AA Div (38) B29.13: Gd Inf Div (110) Tk Bn (43) B29.18: Gd Inf Div (1) Gd Inf Div (92) B30.11: 4 Gd Tank Corps (12 Gd Tk, 13 Gd Tk, 3 Gd Inf, 1451 AG, 1827 Hvy AT, 264 Mort, Truck) B30.19: 1 Mech Corps (19 Mech, 35 Mech, 37 Mech, 294 Mort, Truck) B30.20: 37 Army HQ (5)-1-1 AA Div (26) B31.08: Inf Div (183) B31.13: 1 Tank Army HQ (5)-1-1 AA Div (8) 2 SP B31.15: Inf Div (188) (3)-2-2 AT Bde (31) B31.17: Gd Inf Div (62) Gd Inf Div (89) B32.12, within 3 hexes: 5 Gd Tank Corps (21 Gd Tk, 22 Gd Tk, 6 Gd Inf, 48 Gd Hvy Tk, 1458 AG, 1462 AT, 454 Mort, Truck) Page 13

14 The Third Winter B32.16: 2nd Ukr Front HQ Gd Abn Div (10) Assault Bde (8) 6 Truck Points 2 Wagon Points B32.18: Inf Div (254) Arty Bde (27) (5)-1-1 AA Div (11) B33.08: Inf Div (93) Tk Bn (259) B34.08: Inf Div (155) (1)-0-1 Pontoon Bde (2 Ukr) B34.10: Inf Div (294) AG Bn (1817) B35.06: Inf Div (166) Tk Bde (93) B35.08: Inf Div (100) B35.11: Inf Div (147, 241) Hvy AT Bn (1832) B36.06: Gd Abn Div (8) Gd Arty Bde (24) B36.09: 27 Army HQ (5)-1-1 AA Div (23) B37.01: Gd Inf Div (48) B37.02: Gd Inf Div (78) B38.02: 57 Army HQ Gd Inf Div (81) B38.05: 4 Gd Army HQ Gd Abn Div (7) B39.03: Inf Div (375) Tk Bn (35) B39.04: Inf Div (84) Hvy AT Bn (1548) B39.09: 6 Gd Army HQ Gd Inf Div (69) B40.06: Gd Inf Div (95) B41.05: Gd Inf Div (28) B41.07: Gd Abn Div (6) AG Bn (1902) B42.02: Inf Div (233) Tk Bn (34) B42.03: Gd Inf Div (72) B42.05: Gd Abn Div (9) (3)-2-2 AT Bde (10) B42.07: Gd Inf Div (80) B42.08: 5 Gd Army HQ (5)-1-1 AA Div (29) B43.05: Inf Div (213) B43.06: Gd Inf Div (13) Assault Bde (14) B43.07: Gd Inf Div (97) Gd Hvy Tk Bn (57) B43.10: Gd Abn Div (5) Gd Inf Div (66) B43.19: B44.04: Gd Hvy Tk Bn (61) Inf Div (214) 5-1-rr Arty (2 Ukr) (1)-0-3 RR Repair Rgt (2 Ukr) B45.04: 53 Army HQ (5)-1-1 AA Div (30) B45.07: Inf Div (113) Arty Div (11) (1)-0-3 RR Repair Rgt (3 Ukr) B47.04: Inf Div (116, 252) Inf Div (299) B48.02: 7 Gd Army HQ (5)-1-1 AA Div (5) B51.02: Gd Inf Div (41) Tk Bde (179) B59.10: Level 1 Air base B60.09: Level 2 Air Base 4 SP B61.06: Inf Div (52) Tk Bn (148) B6.25: Inf Div (132) B6.28: Inf Div (211) B6.32: Inf Div (8) B7.20: Inf Div (163) Page 14

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