From: "Louis R. Coatney" Alan (Poulter), Feel free to post this somewhere on www.Grognard.com ... and to put links to it from the entries for RUSSIAN CAMPAIGN, (GDW) 1941, old STALINGRAD**, my new BARBAROSSA FILE, and any other Russian Front "Barbarossa" campaign games you feel appropriate. Lou ** (George) Phillies: "WHAT?! *Another* Coatney assault on Mona Lisa's chastity ?!" :-) Generic Russian Front Boardgame Order of Battle and Combat Results Table Copyright (c) 1997 Louis R. Coatney *Individuals* are free to use this specific data set of WWII Russian Front "Barbarossa" campaign unit values and combat results table as a revision to "Barbarossa" scenario games of the indicated scale. Any- one wanting to use it for publication/selling should get my permission. Obviously, there are more than a few Russian Front games wherein the Soviet 4th Army is a 4-3, for example. The data set as a whole may be copyrightable, but not individual unit values ... as long as similar wholes aren't *too* similar, of course. :-) (As to rules, you can copyright exact wording ... at least of entire paragraphs, rather than just one or sentences ... but not the concept of the rule itself. Thus, two people can use the same rule without violating each other's copyright, as long as their rules' wordings aren't identical. ... is the common understanding, anyway.) This is for a game-map-scale of 24-40 miles/40-65 kms per hex. The x-y factors are x for relative combat strength (not counting defensive terrain advantages for infantry and other such modifiers) and y for movement factor/hexes. "+" means the unit is a reinforcement, coming into the campaign weeks or months after 22Jun41. I've done a CAD-produced set of the(se) units. This is *not* my own (new) BARBAROSSA FILE game's order of battle. That is ... unique ... and MUCH better, of course. :-) ENJOY! Lou Coatney, 26 Oct 97 -- ORDER OF BATTLE -- AXIS (46 units): Panzer Groups (later, Panzerarmee) 8-6 2. (Guderian) 7-5 1.(von Kleist), 3.(Hoth), 4.(Whomever) (1 Panzerkorps in each, plus arty/air support) Panzer Korps 6-7 24. 6-6 39., 40.+ 5-7 56.(von Manstein) 5-6 3.,48. 4-7 47. [Subsequent SS Panzerkorps would be anywhere from 6-6 to 7-6. 6. SS Panzerarmee would be a 9-5 ] Infantrie/Feld Armee 9-3 4.(von Kluge), 6.(von Paulus) 8-3 17., 18. 7-3 9., 16. 6-3 2.+, 11. (2 Infantriekorps each, plus hvy arty & air support) Infantrie Korps 4-4 1., 2., 5., 7., 12., 30., 44. 3-6 52. Light (contained 99.,100., etc. Light/Mot. Inf. Divs) 3-5 49. Mtn 3-4 20., 28., 29., 34.+, 42., 54., 59.+ 2-5 Rum. Mtn 2-4 Italian Automobile Corps ... lacking transport. :-) Rumanian Armies 5-3 3. 4-3 4. Armored Cavalry Corps 2-6 Hungarian, Rumanian Finn Infantry Corps 4-3 2., 4., 6. 3-3 7. 2-4 Gruppe O. SOVIET (74 units): Fronts: 9-2 Leningrad, Northwest, West, SouthWest, South, Central, Crimea, Reserve (Each containing 4 weak wartime rifle armies, with staff coordination and logistical support.) Rifle/"Combined Arms" Armies 5-3 8., 10., 11., 12., 22., 23., 60.+, 61.+ 4-3 4., 5., 6., 9., 16., 19., 20., 21., 28.(Kachalov), 34.+, 38.+, 54.+, 59.+ 3-3 3., 13., 18., 24., 26., 27., 37., 48.+, 50.+ Mechanized Corps ("Mexkorps") 5-5 4.(Vlasov), 7.(including Kreiser's showpiece 1. Moscow Motorized Rifle Division) 5-4 3., 6., 8. 4-4 2., 5., 10., 12., 15. 3-5 9.(Rokossovsky) 3-4 1., 11., 14., 22. 2-5 21.(Lelyushenko) 2-4 13., 17.&20.(combined), 18., 19. (Some left out as insignificant, to be covered by/in replacements.) Armored Cavalry Corps 5-6 1. Guards+ (Katukov) Cavalry Corps 2-6 6. Cossacks 1-6 2., 5., 15.+ Rifle Corps 2-3 42., 56. Parachute Corps 1-4 1., 2., 3., 4., 5. Shock Armies 6-4 1.+, 4.+ 5-4 2.+, 3.+ [Subsequent Tank Armies would be 6-6s Guards Tank Armies " " 7-6s Guards Rifle Armies " " 6-4s Cavalry-Mech. Groups " " 5-6s] My goodness! This comes out to *exactly* 120 units, doesn't it! :-) STACKING RULE: 1 Front or any 2 other units -- only 1 of which can be an army. COMBAT RESULTS TABLE 1:4 1:3 1:2 1:1 3:2 2:1 3:1 4:1 5:1 7:1 10:1 6 - DR DR DR DR DX DE DE DE DE DE 5 AR - - DR DR DR DX DE DE DE DE 4 AE AR - - - DR DR DX DE DE DE 3 AE AE AR - - - DR DR DX DE DE 2 AE AE AE AR X X - DR DR DX DE 1 AE AE AE AE AR AR X X X X DX Where: AE = Attackers equal to the Defender's defense factors are eliminated. AR = Attacker must retreat all his attacking units 1 hex or lose the ones that can't, and his units are "dispersed." - = No effect on defenders. Attacking units "dispersed." DR = Attacker retreats defenders 2 hexes, and the defending units are dispersed. DX = DR for Soviet units attacking in bad weather. DR or X, as the attacking player chooses, for Soviets in good weather and for the Axis in bad weather or attacking into non-clear terrain. DE against Russian rifle/front/shock/parachute units in clear terrain, if *German* armor is at least equal to the sum of the non-armor/mechanized Russian units in the stack of defending units, plus twice the factors of any armor/mechanized units in that stack. The only Russian armor and armored cavalry having this killing ability are those with a movement factor of 5 or more. (This lessens the need for separate airpower rules.) DE = All defending units eliminated. Dispersed units may not move or attack and may be attacked one combat odds column higher than they otherwise would be. They are recovered to the owning player's control only at the end of his (first) movement phase, each turn.