And here they are. These are stictly "beta" versions, all comments and critiques welcomed and encouraged. NOTE: All tables roll 2d66, Gamers-style. Players may roll twice on the "At Start" table if desired for a really wild game (or they may agree to roll until each side gets one desirable event--or simply take them as at start options in lieu of rolling). Most of these events are based on descriptions found in well known WWII histories by Gilbert, Keegan and Guderian. They also assume that the player is in charge of their various armies, but does not represent Hitler or Stalin--thus the nasty possibility of edicts, etc. Proud Monster At Start Random Events Table [If players feel it is necessary, give Fps to the player receiving a positive event (S=Pro Soviet, G=Pro German, N=Neutral). Roll at-start events before setting up. (8 are pro-Soviet, 8 are pro-German, one is neutral).] 11-12 No Event. Begin Game. 13-14 Reduced Finnish Commitment(S): Starting with Turn 3 and ending with turn 9 (inclusive), the Russians receive one additional non-mech repl point, to reflect the lack of Finnish Commitment to the German war effort. These are troops that would have gone to the Finnish front. 15-16 Stalin's Reserve(S): any 5 units from the FZ and any 5 from the IZ may be put into the RVGK at the beginning of the game. Setup rules still apply for other units. 21-22 Lingering Mud(S). Couplet II, Turn 1 (the first of the regular game) is Mud. The Germans may attack but they have no surprise benefits, this turn or next. Or they may wait and not attack until the start of the game on Turn 2, Couplet 1 (auto clear), with full surprise and with the Rumanians and Huns ready to go immediately. Before the game begins, don't forget to deploy the Russian Turn 1 new units (on/adj cities or RVGK). 23-24 Stalin Gives Go-Ahead for Rumanian Attack(G). In addition to the regular setup guidelines, the Russians must deploy at least 20 TD/MDs from the FZ adjacent to the Rumanian border. The effect is on deployment only, once the Germans invade the attack is called off. 25-26 Hitler listens to Rommel(S). Remove one 11-10-12 at start into the specified WD pile. It may return by the other RE tables. 31-32 OKH infighting(S). The timetables and strategies for the various Army Groups aren't fully settled upon by June 22nd. No turn 1 surprise (rivers now have effect). 33-34 Stalin Intervenes(G). Stalin decides that the usual Russian setup of having all the TDs/MDs setup safely in the south is not to his liking. 8 Tds and 4 Mds from the FZ must set up north of Brest-Litovsk. 35-36 Rumanian Preparedness(G). Add any 3 units from Rumanian PM reinforcements to their at-start total. Allow them to move and attack on turn 1, along with the Germans there. 41-42 Alternate OKH Plan(G). In addition to the usual units, allow the Germans to setup up to 3 MA capable units in Rumania. Allow Transfers to Rumanian ZOMO on Turn 1. Only German units may attack out of Rumania on Turn 1 (Rumania is still neutral, unless you roll the event above.) 43-44 Poland space/logistical problems(S). Before the Russians setup, the germans must divide the northern zomo into thirds, at least three frontal hexes each, with no overlapping hexes. He must assign all of his units to these three thirds, or Rumania per the rules, before the Russian player sets up. 45-46 Hitler reconsiders Air Assualts(G). The Germans get the 7th para at start, and it, along with the at-start air landing division, may drop using the German Death and Destruction air assault rules. 51-52 Norway/France Garrison reviewed(G). Guderian convinces Hitler that there are too many units in Norway and France. Add one 6-5-12 PD and five 3-5-6 ID to the German start total. Take these units from late DD units....when the unit is called upon "for real" then, you'll have to make up new counters, or more likely, pull them out of the dead pile! 53-54 No Battle of Britain(G). Hitler never ordered that attack. German Strategic bombing will halve (FRU in favor of the Russians) the production of any two soviet starred cities that starts a MR phase within 15 hexes of a German controlled city/ZOMO. The effect lasts from turns 3 through 7 inclusive. (In October, the bombers are sent to the med.) 55-56 Better German Preparedness(G). Add 5 Mech and 5 Non-Mech repls to the German at start total. They must be used by turn 12, and remember the mech repl restrictions. 61-62 Stalin Shifts IZ units(S). Stalin wakes up and realizes a German attack is imminent. Allow the Russian player to ignore the usual "4 per hex row" requirement of IZ units for the 5 easternmost hex rows only. One unit must still be placed in every city in those five rows, but that's it. Thusly freed units may be deployed anywhere in the IZ. 63-64 Russian Wargames(N). Allow the Russian player to select any 5 IZ Tds and any 5 IZ Rds. Flip them to their tried side before setup. It is rated as neutral because if those units turn out to be poor ones, the Russian will have little use for them. 65-66 Russian Air Reserve(S). Stalin keeps some frontline air units in reserve. Give the Russian player an air unit (rated 1-2). (Use a DD unit). Allow it to be placed using DD rules (although forget about the attack supply restriction), from Turns 2-4. (After 6 couplets, it is worn down by german fighters).