By Richard Hamblen



Add the following units to the game:



Available 1943:

1st Artillery Corps



Available 1944:

2nd Artillery Corps



Available 1945:

3rd Artillery Corps




Available 1943:

7th Artillery Corps


These units are reinforcements – they can be taken as replacements, starting with the dates of availability. When taken as replacements each unit counts as an armoured guards unit.

When defending these units use their combat factor normally (the number in parentheses).

When ATTACKING, in addition to attacking with their combat factors, these units ALSO increase the odds of the attack. Each attacking artillery unit raises the odds one level – i.e. a 5-1 becomes a 6-1. More than one artillery unit can attack the same target, raising the odds one level for each artillery unit; however, if the German artillery unit and Stuka attack the same target(s), the combat odds are increased only 3 levels – the effect of the artillery unit is lost.

Artillery units move and attack like infantry units of their respective armies, attacking units in their ZOC on both impulses.

SPECIAL: The Russian player can make an automatic victory attack if the attack includes an artillery unit.


There is no limit to the number of invasions each side may make in the Black Sea during the game.

Once any sea movement fails (i.e. the transported unit is "sunk" without landing) that side may not use ANY sea movement on that sea for the remainder of the game.


Any or all of the following variants can be instituted in a game of RUSSIAN CAMPAIGN. Set up the game and proceed normally until the game turn indicated in each variation – at that point the indicated player may choose whether to trigger that variation.


Hitler decides not to invade the Balkans. The Greek and Crete campaigns do not happen; Italy remains tied up in Albania, Balkan politics are less favourable to the Germans, and the British, undistracted by the Greek campaign, are able to concentrate on Rommel.

After the Russian setup but before the German setup the German player decides whether to employ this section. If he does:

  1. The game starts with the March/April 1941 turn. The German player sets up and then rolls for weather normally, but if "snow" is rolled the Axis units are NOT halved because of supply – the "first winter" mentioned in the supply rules is always the winter starting in late 1941/early 1942 (If the players agree beforehand, they may use the historical weather – Mud.)
  2. Rumania and Hungary are neutral and cannot be entered by Axis nor Russian units. Neither side can trace supply through either country.
  3. Rumanian and Hungarian units become available as listed on the German OB chart, but they must stay within their respective countries, at least one hex away from any border. The Axis player may move then normally, subject to the above limitations.

    As long as Rumania remains neutral, the Axis player may not use Sea Movement in the Black Sea, and the Russian player does not have to roll for his sea movement – Russian Sea Movement automatically succeeds. Also, as long as Rumania remains neutral the Axis player does not get any replacements for the Rumanian oil well.

    Rumania and Hungary enter the war immediately as soon as the Axis player controls all three Black Sea ports. At that point all the above restrictions disappear, and units may enter/leave Hungary and Rumania normally.

  4. Remove all Italian units from the game.
  5. All German units must set up in Poland and can attack only the appropriate military districts on the first impulse. The German 11th, 30th and 54th infantry corps (formerly in "Rumania") are not restricted any may attack any Russian units they can get to on the first impulse.
  6. The German Fleigerkorps is not wrecked at Crete and the Germans do not discontinue their parachute training. The following units are introduced into the game:



Available at start:

XI Paratroop Corps



Exchange for any 3-4 in play May 1943:

2nd Paratroop Corps


  1. German paratroop units may drop during the first impulse of any clear weather turn; they may drop into any non-woods, non-mountain hex within 8 hexes of a German Army Group HQ. On the turn they drop they must start the turn off the board – they move off the west edge of the board by rail, sea or normal movement, and they may be kept off the board as a potential threat. They may be dropped repeatedly.
  2. German paratroop units may land in enemy ZOC.
  3. German paratroop units may land on op of enemy units! In this case they attack only the stack they land on top of – while in the same hex as Russian units their ZOC does not extend into adjacent hexes and they do not have to attack adjacent Russian units. However, if they do land on top of Russian units, all those Russian units must eliminated or retreated out of that hex – if in the same hex with Russian units at the beginning of a second impulse, a paratroop unit is immediately destroyed.
  4. German paratroops have to trace supply like other Axis units.
  5. Paratroop units can never be replaced.
  6. At the start, the German paratroop unit may set up in Poland or off the board.

  1. The Russian player doubles all Archangel replacement rolls.
  2. For purposes of determining victory, both players control Budapest as long as Rumania is neutral.


Stalin decides whether to bring the Siberian Army west to defend against the Germans. Reinforcements arrive earlier, but with Siberia stripped of troops the Japanese are tempted to attack…

  1. At the Start of his March/April 1941 turn the Russian player must decide whether to bring the Siberian Army in early or not. He cannot later change his mind. If there is no March/April 1941 turn – i.e., if the German player did not activate "THE MEDITERANEAN DISTRACTION" above – then the Russian player cannot activate this section.
  2. All Russian reinforcements listed as arriving on the East edge during 1941 arrive one full turn earlier than scheduled.
  3. If the Russian player activates this section then the German player can activate "THE JAPANESE GAMBIT" below.


Hitler decides not to send the Afrika Korps to bolster Mussolini’s feeble war effort. Italy withdraws from the war and the British commit their forces to "Roundup" – the 1942 invasion of Europe.

  1. Immediately before the German May 1941 impulse the German player decides to abandon the African project and commit Rommel to the Eastern Front.
  2. The following unit appears as a reinforcement in July 1941:
  3. GERMAN:


    July 1941:

    AK Panzer Corps


  4. Two German panzer corps must move off the west edge of the board in May 1942 or the German player loses the game. These are in addition to the two SS panzer corps (or substitutes) that must leave the game later.
  5. All Italian units are removed from the game.
  6. The Russian player gets to roll a die for extra replacements each turn that he controls at least one Black Sea port. This starts in September 1941 and is in addition to the Archangel die roll.
  7. The German player gets replacements for the Rumanian oil field even if Rumania is neutral.


With the Siberian Army sent west, the Japanese are tempted to attack Russia. Japanese formations are diverted from southeast Asia for the attack, and the British holding the Indian subcontinent are able to concentrate on establishing a Russian supply line through Persia and the Caspian.

  1. This section can be activated only if the Russian player has activated "THE RUSSIAN REACTION" above. The German player decides before his December 1941 impulse whether the Japanese will attack Russia.
  2. Starting in December 1941 the Russian player must send one of this replacements to Siberia each time he gets replacements. These units are kept in a separate pile; they are not surrendered but may not be taken as replacements again. If the Russian player is not able to divert one of his arriving replacements he loses the game.
  3. As soon as he has sent 40 factors to Siberia the Russian player need not send any more. He can send more if he wishes; however, he may never send more than one replacement per turn (and only replacement units may be sent).
  4. As soon as the Russian player has sent 60 factors to Siberia, on his next turn he may start bringing the Siberian units back. These units are brought back one unit per turn and appear as replacements. He may continue to bring them back until they have all returned; he need never send units to Siberia again even if he dips below the 40 factors.
  5. A British supply line is established through the Caspian. The Russians get an extra replacement die roll every turn they control Astrakhan, starting in May 1943.


Hitler decides to abandon the Mediterranean when the Allies land in Afrika. German forces are evacuated or not committed; but the Allies are not tied up in he Mediterranean and are free to execute "Bolero", the 1943 invasion of Europe.

  1. This section cannot be activated if the German activated "THE ITALIAN SELLOUT" above. The German player decides whether to implement this section before his November 1942 impulse.
  2. All Italian units are removed from the game.
  3. The Herman Goering panzer corps appears as a reinforcement in January 1943 (instead of 1944).
  4. The two SS panzer corps must be removed in May of 1943 (instead of 1944).
  5. The German player gets an extra armoured replacement in 1943.


Hitler decides to employ his scraped up reserves against Russia instead of against the Allies in the Ardennes.

  1. The German player chooses whether to implement this before his September 1944 turn.
  2. All panzer corps withdrawn earlier in the game appear as reinforcements on the October 1944 impulse. If not already in play, the Herman Goering panzer corps also appears.
  3. On his November 1944 turn the German gets to take replacements.
  4. The German player must win, or he loses. A draw counts as a Russian win.

THE GENERAL Vol.13 No.4, Nov-Dec 1976