26.1 CONTROL VICTORY CONDITIONS: Control of Locations, hexes, or buildings often determines scenario Victory Conditions. Control of Locations/
26.11 GAINING CONTROL: At scenario start a side gains Control of all Locations/
During play, a side gains Control of a Location/
A vehicle (or its PRC) can never gain Control of a building, but may gain Control of its Location/
After successfully securing a building by Mopping Up (12.153), a player gains Control of the building and all its hexes and Locations [EXC: any Location/
26.12 VEHICULAR CONTROL: An armed, non-bypassing vehicle temporarily gains Control of the Location it presently occupies if that Location is devoid of armed enemy units. Control immediately reverts to its prior status (either un-Controlled or enemy-Controlled) if the vehicle leaves the Location. A vehicle which Controls the only Location in a hex also Controls that hex.
EX: The unoccupied bridge hex and bridge Location at 13CC5 are both Controlled by the Russians. A PzIIIG enters the bridge, and temporarily gains Control of the bridge Location - but not the hex. If a 4-5-8 advances in with the AFV, the German player still Controls the bridge Location. As soon as the PzIIIG leaves the bridge the Russian player immediately reclaims Control of the bridge Location, regardless of the presence of any Russian units.
26.13 HEX CONTROL: Only an armed Good Order Infantry MMC at ground level can gain Control of the hex it occupies [EXC: Mopping Up (12.153); Bridge hex (B6.); a vehicle Controlling the only Location within the hex (26.12)].
26.131 BRIDGE HEX: An armed Good Order Infantry MMC in either the Bridge Location or the Depression Location of a bridge hex can gain Control of the hex.
26.132 PILLBOX HEX: Control of a pillbox hex is gained by Controlling the pillbox Location and occupying the hex with an armed Good Order Infantry MMC while the hex is devoid of armed enemy ground units (B30.91).
26.14 BUILDING CONTROL: An armed, Good Order Infantry MMC at any non-rooftop, non-subterranean level in any hex of a building can gain Control of the building; a side need not physically occupy all levels or all hexes of a building to gain Control of it as long as the conditions of 26.11 are fulfilled. The different hexes of a Rowhouse structure (B23.71) are considered one building for building Control purposes.
26.15 CONCEALMENT: Dummy units cannot gain Control, but a concealed stack containing real units may if otherwise able to. Likewise, a dummy unit cannot prevent the opponent from gaining Control, but a concealed or HIP armed unit can. In all cases, control of a Location/
EX: Building 22U3 is Controlled (as are its three hexes and six Locations) by the German player. During the Russian MPh, a 4-4-7 enters the ground level of V2 and immediately gains Control of the building, hex V2, and the ground level Location of V2. It continues to the upper level of V2, gaining Control of this Location, then moves to the upper level of V3. In V3 it gains Control of the upper level Location, but not of the hex since it must occupy the ground level Location of a hex to gain Control (26.13). Based on the MF expenditure for entering V3, the 8-3-8 fires and breaks the 4-4-7, but this has no effect on Control since the 4-4-7 was in Good Order when it entered the Location. During the RtPh, the 4-4-7 routs back to the upper level of V2. In the next German MPh, the concealed 5-4-8 enters the ground level of V3. The German player already Controls the ground level Location and hex, but if he didn’t, he would gain Control of them now. He does not gain Control of the building since the broken 4-4-7 is still an armed enemy unit and thus prevents the German player from gaining Control. The 5-4-8 continues to the ground level of V2, gaining Control of that Location (although this Control by a concealed unit need not be declared at this time), but not of the hex due to the 4-4-7 in the upper level. If the 4-4-7 is eliminated, the German player would then immediately gain Control of the building and hex V2. At that point, the Russian would Control the upper level Locations of V2 and V3, while the German player would Control the building, all its hexes, and all other Locations. If the building hexes were separated by black Rowhouse bars, Control of the Locations/
If the 5-4-8 Mopped Up the non-Rowhouse building 22U3, the 4-4-7 (if still alive) would Surrender, and the German player would Control all Locations, all hexes, and the building. If building 22U3 were a Rowhouse which the 5-4-8 Mopped Up, however, the 4-4-7 (being in the same hex with the 5-4-8) would still Surrender, and the German player would still gain Control of the building and (by virtue of Mopping Up) the upper level Location of V2, but the upper level Location of V3 would remain under Russian Control (since Rowhouses are treated separately for Mopping Up - B23.71).
26.16 CONTROL FORFEITURE: A player forfeits to his opponent Control of any Location/
26.161 A player is not held responsible for Fires started randomly while firing (e.g., with HE, FT, MOL, WP, or vs Huts [G5.6] or by causing a Burning Wreck), or for Fires existing at the start of play. An accidentally-started Flame counter does not affect Control in any way, but such Blaze counters may: if the ground level Location(s) of one or more adjacent hexes are unenterable by both sides because of such Blaze counter(s), the side that Controls a majority of hexes adjacent to this area also gains Control of all hexes of this area. Any Location that is unenterable due to such a Blaze or Rubble is Controlled by the side Controlling its hex. Control of a building that is unenterable due to such a Blaze is gained by the side Controlling all of the building hexes per the first part of this rule. The Locations/
26.162 If a hex or a chain of adjacent hexes contains Fire (i.e., Flame/
EX: Blazes that started accidentally are in the ground level of 1F3 and G3 and in the 1st level of G3 and G4. Due to the Blazes, all Locations of F3 and G3 as well as the upper level Locations of G4 and E4 are unenterable. Before the Blazes were placed, the German player had gained Control of the building and its hexes/
If the Blazes were instead a result of a Kindling by the German side, the Russian player would automatically gain Control of: all Locations that contained a Flame/
26.2 CASUALTY VICTORY CONDITIONS: Victory Conditions are often decided on the basis of points awarded for the destruction of enemy units. Each player should keep a side record of his opponent's losses by simply recording an appropriate number of slash marks as each unit is removed from play, or by appropriately moving his VP marker along the Victory Point Track of the Scenario Aid Card. Unless they are under Recall, Guards escorting prisoners (20.53), Paratroops/
26.21 Each squad, crew, or ⅝" ordnance counter (even if dm/
EX: Maximum Russian vehicle Casualty Victory Point values: a T-70 is six points, a KV-1E is seven points, a T-37 is five points, an IS-3 is ten points, an unarmed truck is one point, and an IAG-10-AA is four points.
26.211 INFANTRY & PRC: Each squad or crew is worth two VP [EXC: a LC crew is worth one VP; G12.114]. Each HS is worth one VP. A leader (including armor leader) is worth one VP plus one VP for each negative leadership modifier it possesses (a leader with a zero or positive leadership modifier is worth one VP); a wounded leader is worth full VP as if unwounded [EXC: Japanese leaders; G1.65]. A Hero is worth one VP, but only for exit VP purposes in a Seaborne Evacuation (G14.42).
26.212 VEHICLES & EQUIPMENT: Each aircraft [EXC: Gliders] and non-vehicular Gun (even if dismantled) is worth two VP. Each vehicle (including Wagon/
EX: Russian vehicle VP values (assuming an inherent crew and no armor leader/
26.213: All SMC/
26.22 Whenever a scenario uses Casualty Victory Points (CVP), each player receives CVP for eliminated/
26.221: A player receives CVP equal to the VP value for all enemy units/
26.222 CAPTURE: A leader/
EX: When the MA of a Russian KV-1E becomes malfunctioned, the German player receives no CVP (26.221). The KV-1E is later Abandoned before being captured by a German HS, which gives the German player four CVP: one for a vehicle, three for 11 AF, but none for functioning MA or Inherent crew since the KV-1E currently has none. The Russian player then attacks and eliminates the KV-1E. For this the Russian player gains one CVP (for the HS manning the AFV) while the German retains the four CVP for the elimination of the AFV. If the KV-1E had not been eliminated, the German player would instead receive four additional CVP at scenario end when captured units/
26.23 EXIT VICTORY CONDITIONS: Some Victory Conditions are based on the exit of a set number of points from the mapboard through a specified exit area. The points thus earned are identical to casualty Victory Points except that the bonus points for vehicle inherent crews capable of separate existence is earned automatically [EXC: temporary crew; 21.21-.22]. Q&A
26.3 AVOIDANCE: Whenever the Victory Conditions of a scenario list the Victory requirements for only one side, the other side wins by avoiding those Victory Conditions.
26.4 BALANCE: Each scenario contains a section entitled "Balance" which proposes a variation to the basic scenario format which is advantageous for the stated side. Whenever both players wish to play the same side in a scenario, they decide the matter with a dr and the loser of the dr gets to claim the Balance provision of the scenario for his side as a consolation.