From: William Sariego Subject: Great Patriotic War: Additions I never met a variant I didn't like... Consider this the BS.1 version for The Great Patriotic War. I. SUPPLY I.1 When a unit cannot trace supply place a homemade OoS marker to indicate this. Effects are essetnially the same as the rules (half attack and movement, [round fractions up] defends normal). I.2 On the next friendly turn, if an OoS unit still cannot trace a supply line, flip its marker to indicate Isolation. Effects of isolation are as follows: Halve and round down fractions for attack and movement. Halve the defense strength, also. I.3 At the start of the next enemy combat phase, roll one die for possible surrender. A 1,2,3 eliminates the unit. Like surrendered units in The Russian Campaign (AH) these units are removed from the game. COMMENTARY The supply rules are enemic. A unit will never die as is, and could tie up excessive troops in a siege. The above don't add much complexity and should make things flow better and a bit more realisticly. II. FORTIFICATIONS II.1 A unit in a fortification (including those depicted on the map) can never suffer the effects of isolation or surrender. II.2 Each player may build three fortifications over the course of the game. II.3 To construct a fortification an infantry unit must begin in a city and do nothing for two full game turns. Place a homemade construction marker. At the beginning of the third turn, during reinforcement and replacements, flip the marker to indicate completion. COMMENTARY This will justify some areas holding out for long times (Leningrad) and the severe heartache suffered by the attacker in some built up areas (Budapest). III WEATHER III.1 Mud will occur in Sept/Oct on a 1-3, in Mar/Apr on a roll of 1-4. III.2 Snow will occur in Nov/Dec on a 1-4, in Jan/Feb on a roll of 1-5 COMMENTARY The rules have players determine weather at the beginning of each movement impulse. No problem there, but...negative weather sets in only on a 1-3. The above will not violate the spirit of the game but will allow more sideaffects. IV. BLUE DIVISION IV.1 The Axis recieves the Spanish Blue Division (2-6 Inf) on August, 1941. If still on the board, it is withdrawn on October, 1943. IV.2 The Axis can replace the division freely if eliminated. Place the unit two turns ahead on the Turn Record track. This can be done once in 1942 and once in 1943, prior to mandatory removal. IV.3 As a division it has a ZOC only in the hex it occupies and can stack. COMMENTARY Pure chrome for the Germans, but what the hell. My kinfolk overseas will appreciate this if no one else does! V. SOVIET SEA SUPPLY V.1 The Soviet player can supply one coastal city per turn via the Black Seas Fleet. V.2 Rostov is a coastal city for this purpose. V.3 A unit in a sea supplied city will never suffer the effects of isolation. COMMENTARY This rule (and the next) will help simulate the tertiary naval aspects of the canpaign and allow for an historical Odessa battle/siege. VI. SOVIET MARINES VI.1 The Soviet player recieves a Marine Division (2-6 inf) in November, 1942. It can enter play as a regular reinforcement or held off board. VI.2 If off board, it can be used to conduct an amphibious invasion. This can be done once per year in 1943 and 1944. Simply place the Marines in an unoccupied coastal hex, even if in Axis ZoC. VI.3 The unit does not require supply if it can trace a supply to any Black Sea/Sea of Azov coastal hex. It costs 2 replacement points to rebuild. COMMENTARY A nuisance value only, perhaps, but a historic variation and one that could be important if timed right. VII. LEND LEASE VII.1 Lend Lease gives the Soviet player one extra replacement point per turn. VII.2 Lend Lease is available only from Jan/Feb 1942 until Nov/Dec 1944. COMMENTARY Historical, yes, but a major game breaker. Treat this as optional unless you need to handicap a superior German player. VIII. GUDERIAN VIII.1 Deploy Guderian with any Panzer Corps in Army group Center. He grants a one column shift right when this unit attacks. He also grants a column shift left when this unit is attacked. VIII.2 Withdraw Guderian in Jan/Feb 1942. COMMENTARY Not pure chrome, as such. This may give the Germans a little something extra in pushing toward Moscow in 1941. IX. Dietrich IX.1 The German player recieves Detrich (value 1) on turn 30. He must be placed with an SS unit upon arrival. IX.2 Dietrich can modify an attack only if an SS unit participates. COMMENTARY This will give the German incentive for one last "Up yours, Ivan" offensive, ala Lake Balaton. X. VICTORY CONDITIONS X.1 Modify the Soviet Victory Conditions for the campaign game. In addition to Berlin, Bucharest and Budapest must also be captured. X.2 Modify the German Victory Conditions for the campaign game. In addition to Leningrad, Moscow, and Kuybuyshev, Astrakhan must be captured. COMMENTARY The game can degenerate into a Montgomery "Market-Garden" thrust across the board for the Germans. This will force some concentration on the southern front, which is historical with Hitler's quest for oil. The Soviets were also jockeying for position in the post-war world; the Balkan countries must fall to strengthen their position against the West. Wow! A variant after three days of ownership and only two campaign games. I must be ill. Questions, Comments, Criticisms? (ask Comrade Radey...HA!) William