From: "Brandon Einhorn" Subject: Re: Variants Eastfront (Columbia Games) Supply: 1) Units no longer suffer an automatic step loss for being put out of supply. Rather, each unit that starts the turn out of supply has until the end of its turn to get back in supply. If it is still out of supply, it takes a step loss. If a unit voluntarily moves out of supply, it takes a step loss at the end of the opponents turn if its still out of supply. 2) The rail net can be advanced three hexes a turn in clear weather, and one hex per turn in mud or snow. 3) Units that are involved in combat while out of supply inflict one hit for every two hits rolled. 4) Mech units have a movement allowance of one when they start the turn out of supply. But if a mech unit has just been put out of supply, it may expend 2 MP if it moves so as to be back in supply and does not attack. [A unit putting a front out of supply will no longer automatically destroy 5-10 steps, they have a chance to retreat] Friendly Terrain: Hexes "behind" the main line become friendly after two turns. [An area surrounded on turn 4 becomes friendly at the end of turn 6.] Cut off Cities: Cities that are not connected by rail to the main production grid produce resource points that may only be consumed by units in that hex. Engaged units in ports that are bypassed and more than 3 hexes from the friendly main line are subject to the following attrition roll: At the end of each turn roll a die, on a 7 or higher each unit in the hex takes a loss. One is added for each turn of isolation after the first turn of isolation. Leningrad and Sevastapol can supply one unit for free. [Currently its too expensive to capture Riga and Odessa if they are garrisoned with a 3] Difficult Terrain: When fighting in forest, mountain, or city tank units fire SF not DF or TF. Units in forest are not doubled on defense. Units in fortresses are now doubled on defense not tripled. They still fire TF. [Fortresses are simply too powerful. Tanks should not be the weapon of choice for rough terrain, that falls on infantry] Decoys: The Russian gets 4 dummy blocks in the November 1941 production segment. Starting at the beginning of the game The German gets 4 extra blocks that represent detached divisions. Each block may be created and assigned one strength by placing them in a hex with an infantry corps, and reducing the corps one step. [Without this rule for the Germans they don't have enough units to form a front line along the north and attack in the center or south. If the German leaves a gap then a soviet unit can put the whole front out of supply] Air Strikes: They target the entire hex, not just one unit. First Turn Paralysis: The Russian player may not move any combat units more than one hex east during the first turn. Nor may he abandon any production city voluntarily until August. Through turn 3, if at any time the German player takes a number of production cities equal to the turn number, he wins the game. Thus if by turn 3 he takes Riga, Minsk, and Bryansk he wins. [These rules help to prevent the unrealistic political abandonment of Russia] Enhanced Command: Both sides may activate one stack a turn for movement for free. Also both sides may launch one free attack a turn. [Note: this allows an isolated part of the line to be attacked without the major commitment of an HQ which represents an army group level combat.] EXPERIMENTAL RULES: Overrun: A stack containing at lease one tank unit that enters an enemy occupied hex and out numbers that enemy unit by 10-1 or more may simply eliminate that unit and continue movement. The stack moves into the hex and the player asks if the overrun is successful. If there is more than one factor he is informed that the stack must stop and there will be combat. However, if the friendly unit started the movement phase in a hex with enemy units, it may not move out. [I have not tried this rule and it may be too hard on the Russians in 1941. I don't like the idea of a 1 point units holding up and advance for TWO WEEKS!] High Intensity Attack: A stack attacking a city may perform a high intensity attack. The defender adds +1 to each of his shots. Then the surviving attacking units fire back, adding +1 to each of their shots. I have not tried this either. Since I took away the tanks DF in cities, there has to be a way to take a city with infantry only (like at Stalingrad) brandon@global-tech.com