From: John Best Subject: Drive on Stalingrad--some suggestions Dear consimmers: The first thing to realize is that Drive on Stalingrad (DOS) is a seriously flawed game as it stands, and so I believe something must be done with it in order to make it worth your while to play. Here's what I did (ymmv): 1. I ditched the Hitler Directive Table. Doing that might make the game unrealistic, inaccurate, or both. But it's a lot more fun without it. 2. I also ditched that Panzers across the Don rule. same rationale as #1. 3. Stacking: I changed the stacking limit to two divisions. The counters representing the German panzer and motorized divisions count as one division, as long as they have divisional integrity. Soviet corps count as one division for stacking. 4. ZOCs: ZOCs do not "lock" units as they do in the current rules. Each unit pays one additional movement point *per counter exerting a ZOC* to enter, to leave, or to move through an enemy ZOC. German panzer divisions (represented by three counters) count as three units for purposes of this rule. Examples: 4.1 A German infantry unit begins the movement phase adjacent to a stack of two Soviet cav. divisions. There are no units adjacent to the stack of Soviet cav. units. The terrain is clear all around the Soviet stack. The German inf. division begins moving past the stack by paying for the terrain in the next hex (1 MP), leaving a hex into which the Soviets extend a ZOC (2 MP), and entering a new hex which is also controlled by the Soviet stack (2 MP), paying a total of 5 MP to accomplish this move. 4.2 A Soviet cav. division begins the movement phase adjacent to an intact panzer division. It moves to a "free", clear terrain hex. It pays 1 MP for the movement into the hex, and 3 MP to break off from the three regts. of the panzer division, for a total of 4 MP. 4.3 Units that retreat from overruns are disrupted, and have no ZOCs. Thus, they do not exert any of these additional MP effects. 5. Overruns 5.1 In the movement phase, armor, mechanized and cavalry (what the hell) units may overrun even if they begin the movement phase in an enemy ZOC. In the movement phase, infantry can overrun if and only if they do not begin the movement phase in an enemy ZOC. 5.2 In the mech. movement phase, units that can move can overrun, only if they do not begin the mech. movement phase in an enemy ZOC. 5.3 Overrunning units have to obey stacking limits in the hex they are overruning from. 5.4 Overrunning units are not halved in combat strength. They attack at printed strength. If the units of a motorized or panzer divison overrun together, then they get the divisional integrity bonus (combat value X 2) on the overrun. 5.5 Units that overrun together must begin the movement phase stacked together. 5.6 Units that are overrunning must pay 2 MP to overrun, in addition to any ZOC MP effects as described above. Some Comments: In his classic review of this game in F&M #11, Fred H. mentioned that the existing game was too static: the campaign actually saw many swirling combat situations. This was the effect I tried to create in these modifications. On the one hand, I think they accomplish that. It's true that the Soviets tend to create conga lines, and even double conga lines after a while. But, for me, anything is better than that "packed stack--nothing--packed stack--nothing" effect on alternating hexes. I'd also like to add that what I've done here does not fix the game in my opinion. What I did was a little cosmetic surgery, but what the game needs is an organ transplant. Unfortunately, I think the organ required is a brain, and that's just darn hard to do. Thanks for reading. John Best jlbest@tuscola.net