
With these words, GDW concludes the description of how the original Battle for Moscow ended. Another battle was obviously beginning, and one which would make an interesting "mini-campaign game" variant for Battle for Moscow. This scenario gives the Soviets extra chances for revenge, and also lets the German player experiment with move conservative strategies than the mad-dash-at-all-costs approach to Moscow. Perhaps such plans which might have saved Germany from its utter defeat on the Eastern Front.
The player with the greatest number of Victory Points at the end Game Turn 14 is the winner.
Winter Attrition Table Die Roll Axis Player Soviet Player 1 Frostbite Frostbite 2 Frostbite Frostbite 3 Frostbite No Effect 4 Frostbite No Effect 5 Frostbite No Effect 6 No Effect No EffectActually, winter did not effect the armies as much as the autumn muds had, but it still slowed them down. All infantry units have one fewer movement point than normal during Snow turns (turns 8-12), while Armor units lose two movement points per Movement Phase. This is because tanks suffered special problems during the cold. (Their engines had to be run regularly to keep them warm. This resulted in severe gasoline shortages and, in spite of all precautions, batteries warped and oil congealed from the cold).
On turn 13, the Soviet player may designate any one army which is in communication as his Tank unit. This requires the expenditure of one replacement point. The Soviet Tank unit may move during the Rail Movement phase but need not follow any rail lines. Additionally, it receives one column shift to the right when attacking. You may wish to write "Tank" on a blank counter and stack it on top of the designated Soviet tank unit.
Turn Record Track 1 Clear OctI 2 Clear OctII 3 Mud OctIII/IV 4* Mud NovI/II 5 Clear NovIII 6 Clear NovIV 7 Clear DecI 8 Snow DecII/III 9 Snow DecIV/JanI 10 Snow JanII/III 11 Snow JanIV/FebI 12 Snow FebII/III 13* Clear MarI 14 Clear MarIIAsterisked Game Turns indicate Soviet Reinforcements. Turn 4 add the 10-4 Shock Army to the replacement pool; turn 13 designate one unit the Tank Army.
Mud Game Turns cause one hex movement per Movement Phase and all units attack at one-half strength.
Snow Game Turns cause Winter Attrition die rolls and reduce infantry by one Movement Point and Panzers by two Movement Points
BATTLEPLAN, Issue Number 7, August/September 1988, pp10-11
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