War in the East - Attack on the March rules modifications! I've done some work fixing the issues with WitE, it now plays a lot like Panzer Group Guderian! Please add this to the rules for that game. I will be working on a modification set for War in Europe also. Changes are as follows: Stacking changes: Both sides now stack using stacking points of 9. Corps are 3 stacking, divisions are 2 and brigades are 1 stacking point. The 3-5 and 2-5s are considered divisions for stacking purposes. Attack on the March, replaces the overrun rules: Any unit or stack may attack during movement using the following procedure: Costs are ZOC for the hex attacked plus COT plus 2. Thus to attack into or through ZOC is 5 movement points. You may use the maximum stacking for the attack and units do not have to start in the same hex to cooperate in an AOM attack. Combat is handled like normal and you may use air support if you have it. Note that attacks at less then 13-1 are allowed now! Also the Russians may use one stack of Artillery to assist an AOM attack! Air Combat and replacement/reinforcement: Combat is now 1 loss for every 5 planes that fly. Any remaining aircraft roll the number or less to gain a kill. So if 29 air fly, 25/5=5 losses plus a roll of a 4 or less for the remaining 4 aircraft net a sixth loss. Air support can add points to gain a shift along with using 1 to add to the die roll. Thus if 40 attacked 7, you could add 2 air points to shift to the next odds level, ie. 42vs7 or 6-1 and add one air to shift the die roll. you can never shift more then one odds level or add more then one to the die. The Germans may add to their total of twenty planes any turn they get 2 reinforcements and have no losses. The rate is 1 addition for each turn this situation occures. Russia recieves 1 air for every far east 4-4 or 5-5. Thus a total of 22 air. ZOC changes. During the first turn the Germans pay 0 ZOC for AGC and AGN areas and 1 for AGS. On turn 2 the cost is 1 for all AGC/AGN zones and 2 for AGS. Turn 3 it is normal or 2. Axis minors except the Finns cause the Russian to pay only one for ZOC. Production changes: The Russians get 3x1-4 for every 1-4 they produce. This will offset the no AEX for out of supply attacks. Air costs are 1/2 printed on the chart. Thus a new air build is one manpower and 15 arms points. Rail Costs changes: Arms centers cost 15 rail points not 20 to move. Combat changes: Anti tank units modify the German armor strength in the following scale. 1941 -1 to each that attack, 1942 -2, 1943 or later -3. Supply changes: Supply range is 6 for the German and 4 for the Russian. The Germans can concentrate their supply efforts by shortening the ranges of his other rail repair units in 1941. Thus you could have 7/6/5 for range or 8/5/5 for range. The maximum you can subtract from any rail unit range is one, thus you may add no more then 2 to any rail unit. Supply effects are as follows: There is no longer any AEX for out of supply attacks! For every zone past the original zone you subtract strength and movement at the following rate: If the units starting values are 8 or higher you subtract 2 for 7 or less you subtract 1. No unit may ever be less then 1/2 rounded up of its original strength. For example at range 14 a 10-8 would be a 6-4, assuming the range had not been changed due to concentrating supply. At range 19 a 10-8 would be a 5-4 since you can never go below 1/2. Terrain and supply and antitank changes combined can still never reduce a unit below 1/2 strength. Also for each shift in supply you shift down a combat table. Thus at range 19 the Germans would be attacking on table 3 instead of 1. If you attack a unit that is out of supply you combine your supply level and its to get a net shift. Thus in witer 41 a soviet group at range 6 attacks a surrounded German unit. The supply state is -1 for the Soviets and -4 (Out of supply is always -4 shifts) for a net +3 shift. Thus the soviets can attack on the top table even though they have a weakened supply state. In my test game the Russians lost one hex of Leningrad, 2 of Moscow and the city north of Rostov and the Russians took back Leningrad, Moscow and the city north of Rostov in the winter and are defending against the summer attacks of the Germans. The game plays totally different and the strange defenses like the quickstep are useless against the Germans . The game now plays more like the ants vs the elephant where the Germans have massive combat power but there is always another anthill waiting for them. While the Russians slowly gain quality. In summer 42 the Germans took Moscow and Leningrad and took Stalingrad on the last turn of summer but the Russians regained Leningrad on their half of the turn. Now in winter 42/43 they have taken back Moscow! Force Marches: Infantry can force march into and through ZOC! They may execute AOMs while using Force Marches. The Russians need to start with 200 man power, as the attrition levels for the Russians demand additional manpower be available! Any questions can be sent to cwsgamer@comcast.net