12. VALOR OF THE GUARDS CAMPAIGN GAMES11

12.1 INTRODUCTION: The Valor of the Guards Campaign Games provide two or more players a series of interrelated scenarios showcasing the savage fighting for central Stalingrad in mid to late September 1942. The CGs range from the "mini" Rail Station CG I to the monster CG IV which encompasses the entire 14-day thrust to the shore of the Volga.

12.11 BETWEEN SCENARIOS: Between Campaign Game (CG) Scenarios, players make use of a special CG phase called the Refit Phase (RePh), wherein each side takes stock of what has happened and prepares for further combat in the next CG scenario. In the RePh, Reinforcement Groups (RG) in the form of infantry companies, AFV platoons, OBA modules and gun batteries-to name a few-may be selected by the players and purchased through the expenditure of Campaign Purchase Points (CPP).

12.12 CASUALTIES: Casualties suffered in a CG scenario/its subsequent RePh must be placed in their respective "Casualties" box on the Chapter V divider, since their Casualty VP (A26.2) total is used both to determine a DRM for the CPP Replenishment Table and for all CG non-Initial Scenario Victory Conditions. The Casualty VP value of a counter which remains on-map (e.g., wrecked AFV) should be noted on a side record.

12.13 TEAM PLAY: The three larger VotG CG (and to a lesser degree CG I) are easily adapted and recommended for team play, with each player commanding certain unit types (armor, infantry) or historical unit formations (e.g., Infanterie Regt 518, Infanterie Regt 191 and Infanterie Regt 194, etc).

12.14 CG ROSTER & RG PURCHASE RECORD: The printed copies of the VotG "CG Roster" and "RG Purchase Record" should be used by CG players to record important CG information. See the appropriate RePh steps for information on updating the CG Roster and CG Purchase Record.

12.15 CHAPTER V DIVIDER: The Chapter V divider provides spaces for keeping each side's Eliminated units, Reinforcements available to enter and Retained units for the next scenario, as well as fortification counters waiting to be placed on the map. As reinforcements (and even Retained units) for each side can be kept secret, it is suggested that the players keep its forces out of sight of the opposing side.

12.2 DEFINITIONS AND ABBREVIATIONS: The following glossary explains abbreviations and important terms used frequently in the VotG Campaign Game system.

CG: Campaign Game.

CG Day: One day of a CG (whether ≥ 1 scenario is played or not); e.g., 14 September is the first CG Day of CGII, 15 September is its second CG Day, etc. Each CG Day (except for the first in each CG) begins upon passage of RePh step 12.6141 ("New CG Day").

CG Roster: The sheet used to record information for each CG scenario. One line is filled out for each CG scenario. Players are urged to photocopy the facsimile provided herein.

Coy (company): A CG Infantry RG organization type.

CPP (Campaign Purchase Points): Used to buy RG in RePh step 12.621.

Depleted: A RG not received at Full Strength.

Eliminated: Units/Equipment "Eliminated" in a CG are removed from that side's OB.

Equipment: Any SW/Gun/Vehicle/Daisy-Chain that can be part of a side's OB. Any counter that can be Portaged/driven/Manhandled about on the map.

Escape: The process by which a unit attempts to leave an Isolated Area (12.6073).

Ferry Landing: A Ferry Landing (CG12) collectively consists of a building (or rubbled Location(s) thereof and Volga Pier (11.) hex(es) that are attached by contiguous artwork.

FPP (Fortification Purchase Points): Used to purchase fortifications in RePh step 12.623.

Front Line Location: Each location that belongs to a(n) (Alternate) Hex Grain of a Perimeter marked in RePh step 12.606. Each Front Line Location is a part of a "loop" of adjacent Front Line Locations.

Full Strength: An Infantry Company/Infantry Platoon/AFV Platoon received in total.

Idle Day: A CG Day in which both sides have picked an Idle chit (no CG scenario is played).

Initial Scenario: The first scenario of a CG. A CG's Initial Scenario gives each side's setup/entry restrictions, Initial Scenario Victory Conditions, starting OB (including certain predetermined RG and a pool of CPP [and Support CPP if German] to spend on additional RG), and the SSR applicable only to that Initial Scenario and CG.

Isolated Area: A group of adjacent Isolated Locations.

Isolated Location: A location that lies within the Perimeter Area of both sides.

No Man's Land: Locations that are either outside both Perimeter Areas or part of a type A (i.e. unoccupied) Isolated Area (12.607).

OB (Order of Battle): All the units, Equipment and Fortifications of a side that are eligible to participate in the next CG scenario. Includes all Retained units and equipment, plus all the RG purchased since the last CG scenario.

Perimeter: All of the (Alternate) Hex Grains formed by the placement of the Perimeter markers enclosing a section(s) of the map. Although the (Alternate) Hex Grains marked out in RePh step 12.606 might produce ≥ 1 Perimeter "loop" (i.e. one [or more] "main loops" and one [or more] Pockets), there is still only one Perimeter per side.

Perimeter Area: All hexes enclosed by, and including, a side's Front Line Locations (12.606).

Pltn (platoon): A CG Infantry or AFV RG organization type.

Pocket: An Isolated section of the Perimeter Area created in RePh step 12.6066-.6068. A Pocket may never include any friendly map edge hex [EXC: 12.6068].

RePh (Refit Phase): The series of steps performed between CG scenarios. All Chapter V rules beginning with "12.6" are VotG CG RePh rules/steps.

Retained: All units/Equipment in a side's OB that are available for on-map/off-map setup in the next CG scenario; i.e., all that remain available from the last CG scenario, all RG purchased since the last CG scenario but prior to the current CG Day, and all RG purchased on the current CG Day and specifically allowed to setup on-map. Retained units/Equipment (important: see 12.6154 for FT/DC) should be kept in the "Retained" box on the Chapter V divider (12.15) when not on-map.

RG (Reinforcement Group): Usually a number of units/Equipment purchased, as a group, for use in the CG as additions to a side's OB. Also includes FPP, MOL capability, Fanatic Strongpoint, SAN increase, OBA, Pre-Registration, Offboard Observer and Observation Plane capability.

RG Purchase Record: The sheet used to record the units-in/information-for each CG RG type. One line is filled out for each RG purchased. Players are urged to photocopy the one provided herein.

Shore Hex: A level-0 land hex adjacent to a Water Obstacle hex on the VotG map.

Stone Hex: Each stone-building and stone-rubble hex on the VotG map. These hexes are used in all campaign scenario and game Victory Conditions (12.6255; 12.51-.54). On the VotG map there are 557 total stone hexes. Of course, this total can increase during a CG due to rubble spread.

Strategic Location: Each building Location [EXC: Sewer, Rooftop], Lumberyard, Rail Car, rubble, Pillbox, Entrenchment, non-Water-Obstacle map-edge hex, and Shore Hex is a Strategic Location (12.6062-.6064).

Strength: An Infantry Coy is received either at Reinforced Strength, Full Strength, Lightly Depleted Strength, Moderately Depleted Strength or Heavily Depleted Strength. An Infantry Pltn or AFV Pltn is received either at Full or Depleted Strength.

Support CPP: Used by the German side to purchase any non-infantry type ("I" type) RG in the RePh.

VotG: Valor of the Guards ASL module.

Weapon: Any SW/Gun/Vehicular-armament/Daisy-Chain using the IFT/TH table(s) to cause damage to the opponent.

12.3 THE CG SCENARIOS: The parameters of the Initial Scenario for each CG are given in 12.51-54. Additional scenarios for that CG (and the Victory Conditions for each) are generated in a special between-CG-scenario sequence called the Refit Phase (RePh); 12.6. The CG continues until the specific CG Victory Conditions are fulfilled by one side or the completion of the last CG Date of that CG, whichever comes first. The "start lines" (or, Front Line Locations, to use the game term) in a CG scenario are determined by Locations Controlled by both sides at the end of the last-completed CG scenario.

12.31 CG BALANCE PROVISIONS: Should all players wish to play the same side (A26.4) the following Balance is used:

Each German personnel counter possessing a FT/DC is Fanatic.

All Storm Group personnel (Russian RG type I6) are Fanatic. Also, when setting up for each CG scenario the Russian side may Battle Harden a number of additional MMC equal to a secret dr.

12.32 CG SCENARIO BALANCE PROVISIONS: The following CG-scenario Balance provision may come into effect automatically, depending on the opposing sides' win:loss record:

12.4 CAMPAIGN GAME SPECIAL RULES: All VotG CG SSR below apply in all CG scenarios.

CG1: MAP: The entire VotG map is used in all CG scenarios [EXC: CGI].

CG2: VotG SSRv All VotG SSR are in effect except as amended below.

CG3: WEATHER: EC and Weather for each CG scenario are determined in RePh step 8.620 [EXC: for each Initial Scenario they are listed in that scenario's specific SSR]. Wind Force (and direction, if necessary) is determined in RePh step 8.6261.

CG4: GAME END: The Turn Record Chart for all CG scenarios is located in the northeast corner of the VotG map. All CG scenarios have a variable game length [EXC: the Initial Scenarios of CG II and CG IV have a pre-determined length]. At the end of Game Turn 5, and at the end of each Game Turn thereafter, the Russian player makes a Game End dr: if the Final dr is ≤ the circled number in the current turn's box on the VotG CG Turn Record Chart the scenario ends immediately (e.g., at the end of Game Turn 6 the scenario will end on a Game End dr ≤ 3).

CG5: GUNS: Bore Sighting is NA for all weapons. A Gun/AFV in a Pillbox or Fortified Building Location may never be moved during the course of that CG [EXC: if Eliminated]. Such an AFV/Gun, once revealed, may never again set up hidden normally but may be set up Concealed if able to. Otherwise, Guns may always set up hidden normally in CG scenarios.

CG6: OBA: Each side is limited to using a maximum of two OBA modules per CG scenario (with "usage" of a module being defined as having its radio, field phone, or Spotter [whether offboard or aerial] in play at any time during a CG scenario; see also SSR CG10). When an OBA module is selected as a RG, the player may freely select a radio or field phone (unless prohibited by a CG SSR) [EXC: offboard/aerial observer] which may be possessed by any friendly leader who is not set up in an Isolated Location or in Reserve. Each Russian Security Area must be traced (as per C1.23 ) to any friendly-Controlled east or north-edge hex (a Security Area in a Water Obstacle is immune to being "cut"). Each German Security Area must be traced (as per C1.23) to any friendly-Controlled north or west-edge hex. The ground-level Location of each Security Area hex must be friendly-Controlled at scenario start.

CG7: TERRAIN CHANGES: During the course of the same CG, alterations of printed mapsheet terrain are bound to occur, all of which become "permanent" (barring subsequent Clearance/Removal or Deactivation [12.6143] if applicable). All counters for Fortifications, Rubble, Breaches, Trailbreaks, Shellholes, Wrecked Rail Cars, Gutted Rail Cars and wrecks are left on-map from scenario to scenario. Any terrain ablaze at scenario end is resolved as per RePh 12.610. A wreck in a terrain Blaze is not removed from play; instead, it remains on-map (still treated as a LOS Hindrance) and in step 12.6101 of the next RePh will become a Burnt-Out Wreck. A Burnt-Out Wreck may neither catch Fire or be Scrounged, nor may it be removed from play as per D10.4. A Burnt-Out Wreck is a LOS Hindrance in the same manner as a normal wreck.

CG8: SNIPERS: Due to the large playing area and the widespread sniper activity, each side must place two Sniper counters on the map at the start of each CG scenario [EXC: in CG I each side only places one Sniper counter on map]. Both friendly Snipers must set up as per the first two sentences of A14.2, with ≥ 15 hexes between them (or as far apart as possible if they cannot set up 15 hexes apart). When a Sniper attack can occur, make a dr to determine which sniper attacks; on a dr of ≤ 3 that side's northernmost Sniper attacks (if both equally "northernmost", the owning player may select the one that attacks before performing the Target Hex DR; A14.2). The SAN is never altered by the presence of two friendly Snipers in play simultaneously. Any result (e.g., Pin) affecting a Sniper counter affects both friendly Snipers simultaneously. See also 12.6142.

CG9: REINFORCEMENTS: All Infantry/AFV RG purchased on the current CG Day [EXC: 12.6214], as well as Retained units voluntarily held off-map as reinforcements, enter on/after Turn 1 [EXC: unless otherwise specified by CG SSR] in hexes indicated by their respective Entry Code (12.6217) during that scenario. Some, all or none (including the individual RG units) may enter on each turn. Russian and German units may still set up in their friendly-Controlled Locations, even if such a Location is in a potential enemy entry hex.

CG10: RETAINED RG: Each RG, or part thereof, not entering-play/used during a CG scenario is still available for the next CG scenario [EXC: Redeployed AFV Platoon, 12.6162; Stuka]. Furthermore, each purchased RG, or part thereof (including any Pre-Registered-hex[es]/Offboard-Observer assigned to an OBA RG), is Retained until Eliminated/Recalled in a CG scenario or its subsequent RePh. For purposes of this rule, OBA modules that have placed an FFE [EXC: IR] in the just played CG scenario are Eliminated. Each OBA module is Retained with its original draw pile and the radio or field phone it started with (even if eliminated during play); any field-phone/OffboardObserver/Pre-Registered-Hex may start in a new legal Location.

CG11: RUSSIAN FANATIC STRONGPOINTS:12 Each non-prisoner Russian Personnel unit in a Fanatic Strongpoint Location [EXC: if in a Sewer Location, or if currently in Bypass], is considered Fanatic (A10.8) and is immune to the effects of Encirclement (A7.7). If entering from outside the Fanatic Strongpoint it becomes Fanatic immediately, prior to all Defensive First Fire against it. If wishing to advance out of a Fanatic Strongpoint Location in order to CC an AFV, it need not take a PAATC since it is Fanatic when required to take it. A Russian unit already Fanatic receives no further Morale benefit. All non-rubbled ground-level Locations of a Fanatic Strongpoint must be fortified building Locations. Rubble occurring in an original Fanatic Strongpoint hex is still considered part of that Fanatic Strongpoint for purposes of this rule. Russian personnel in Fanatic Strongpoints receive a -1 HOB DRM, and an additional -1 HOB DRM if the Fanatic Strongpoint currently has a Good Order Commissar in any Location; both are cumulative.

CG11.1: TYPES OF FANATIC STRONGPOINTS:

a) HISTORICAL STRONGPOINT: Certain buildings on the VotG map may be activated as Fanatic Strongpoints during a CG; precisely which building(s) may be activated are designated by CG SSR. In order to activate a Historical Strongpoint the Russian need only record that the indicated building is a Fanatic Strongpoint during scenario setup, providing he currently Controls all Locations of the building and has fortified all of its ground-level Locations. The Fanatic benefits of a Historical Strongpoint last for the duration of the current CG.

b) BATTALION STRONGPOINT: A Battalion Strongpoint is a type of Fortification that may be purchased during the RePh. Any building the Russian currently Controls all Locations of may be designated a Battalion Strongpoint by expenditure of the required per-hex FPP cost, providing all ground-level Locations are fortified. The Fanatic benefits of a Battalion Strongpoint last for the duration of the current CG.

c) NKVD STRONGPOINT: During CG scenario setup the Russian may designate any building as a NKVD Strongpoint, providing all Locations of the building are friendly-Controlled, and ≥ one NKVD MMC and ≥ one Commissar are set up therein and all of the ground-level Locations are fortified. No Russian Personnel unit may voluntarily exit a NKVD Fanatic Strongpoint during the current CG scenario [EXC: if Berserk; also units may engage in Street Fighting, but survivors must return to the Strongpoint at the conclusion of CC if possible]; this includes any unit that enters the Strongpoint during the course of the current CG scenario. Broken Russian Personnel in a NKVD Strongpoint must (if possible) rout to the nearest Good Order NKVD MMC/Commissar, and may rout out of the Strongpoint only if no other option is available. Broken Russian Personnel in a NKVD Strongpoint may not rout from a Location containing a Good Order NKVD MMC/Commissar [EXC: if ADJACENT to an armed, unbroken, Known enemy unit or if the Commissar is engaging in Voluntary Rout with the broken unit]. A NKVD MMC/Commissar may never voluntarily break while in a NKVD Strongpoint. Broken Russian Personnel stacked with a Good Order NKVD MMC/or in a Location ADJACENT to a Good Order NKVD MMC/Commissar must rally as if they are stacked with a Commissar [EXC: the Morale Level is not increased]. If at any point in a CG scenario there are ≥ one unbroken NKVD MMC and ≥ one unbroken Commissar simultaneously in the same Historical Strongpoint or Battalion Strongpoint, that building immediately becomes a NKVD Strongpoint. All the benefits and restrictions of a NKVD Strongpoint are canceled at the end of the current CG scenario or at the instant there are not both ≥ one Good Order NKVD MMC and ≥ one Good Oder Commissar within the Strongpoint. The effects of a NKVD Fanatic Strongpoint, occupied at start solely by Reserve RG(s), are NA until ≥ 1 NKVD MMC and Commissar of the Reserve RG(s) has lost its Cloaking.

CG12: FERRY LANDING:13 A Ferry Landing collectively consists of a building (or rubbled Location(s) thereof) and Volga Pier (11.) hex(es), that are attached by contiguous artwork. The Russian may treat a friendly-Controlled, non-interdicted Ferry Landing as a friendly map-edge (12.6063). This allows the Russian Player to trace supply through it and purchase on-map/Reserve RG, even when no friendly north/south map-edge hexes exist. A Ferry Landing ceases to exist the instant it no longer has any Pier hexes attached to its building/rubble hexes.

CG12.1: INTERDICTION: A Ferry Landing is Interdicted if all of its Pier Hexes are Interdicted or if the Russian Player is unable to trace a contiguous line of non-interdicted River hexes leading from the Volga Pier hex(es) to the east map-edge. Interdiction is determined during RePh step 12.602 as per A10.53-.532 (i.e., thus to Interdict a Pier or River hex a unit must be in normal range within 16 hexes without any LOS Hindrance, etc.). LV Hindrances have no affect on determining Interdiction. During a Night scenario, a Pier or River hex is always considered to be an Illuminated Location for purposes of determining Interdiction status.

CG12.12: ELIGIBLE UNITS: Each fully-manned MMC/SW/Ordnance able to meet the conditions of A10.53-.532 may interdict ≤ 1 Pier or River hex [EXC: each SW/Ordnance may Interdict ≤ a number of Pier or River hexes within its current Field of Fire equal to its current ROF (also see A9.21)]. Any unit designated as Interdicting is considered to be TI for the remainder of the RePH.

CG12.2: CONTROL: Building Control rules (A26.14; A26.11) are used to determine Control of a Ferry Landing, and a Ferry Landing (i.e., a Pier and any attached building) is considered to be one building for purposes of Control.

EX: DEFINITION: Ferry Landing KK17 does not exist as there is no attached building/rubble hex due to the (rubbled) building having been replaced by Shellholes. Ferry Landing LL20 does not exist as there are no attached Pier hexes due to the destroyed Pier in hex MM21. Ferry Landing LL22 still exists as the building and Pier are still attached, with the destroyed MM22 Pier having no effect. The Ferry Landing LL23 building is rubbled but has no effect on its existence.

CONTROL: Ferry landing LL22 is German Controlled as the German 2-4-7 HS is the sole occupant of the building. The German 8-3-8 Squad will not Control Ferry Landing LL23 until the Russian 6-2-8 no longer occupies any Location of the rubbled building or attached Pier (see Gaining Control A26.11, Building Control A26.14).

INTERDICTION: Ferry Landing LL17 is Interdicted as no path of River hexes free of Interdiction exists from the Ferry Landing to the east edge, and it would also be Interdicted if any German unit were able to Interdict Pier hex MM18; Ferry Landing LL23 is not Interdicted as a path of non-Interdicted hexes leading to the east edge exists (as indicated by the red arrow).

ELIGIBLE UNITS: The 2-4-7 HS w/ Lt MTR "C" (hex JJ17) is able to Interdict 3 hexes (MM16, NN16, OO17) due to its ROF:3, and has no Field of Fire restriction. Squad 4-6-7 "M" (hex KK18) is using its inherent FP to interdict LL15. Squad 5-4-8 "J"(hex JJ18) can interdict hex MM19. CE StuG G "B" (hex LL19) is interdicting hex OO18 w/ its MA, but if BU would be ineligible. It cannot interdict pier hex MM18 as it would have to change its VCA. Its AAMG cannot interdict because it has no ROF. Squad 4-6-7 "F" (hex KK19) interdicts hex NN18. Squad 4-6-7 "B" (hex II25) is ineligible as its LOS to river hexes is Hindered by Debris hex KK26. 2-4-7 HS w/ HMG "D" (hex LL22) is able to interdict 3 hexes (NN24, OO25, OO26) due to its ROF:3, but its LOS is blocked to OO27; note that the HMG does have Field of Fire restrictions. Squad 8-3-8 "G" (hex LL23) is Interdicting pier hex MM24 and has no LOS to NN26; hex OO27 is beyond its normal range. Squad 5-4-8 "V" (hex II27) is interdicting pier hex MM27; hex OO27 is beyond its normal range.

CG13: MAP EXIT: Any Personnel (including their possessed Weapon) and Mobile AFV may exit the map during play, but only from an eligible hex, i.e., a hex that is currently friendly-Controlled and was friendly-Controlled at scenario start [EXC: see 12.6068]. Such a unit may not re-enter during that scenario, but is Retained [EXC: a broken Infantry unit must take an immediate NMC when exited; failure of the NMC results in the immediate Elimination of that unit and all of its possessed Weapons] in their side's OB for the next CG Day. Players should place such counters in the friendly "Retained" box on the Chapter V divider. All counters exited off non-eligible hexes are Eliminated, and count for Casualty Victory Condition purposes (but not for the CVP DRM of 12.618).

CG14: MASSACRE: Massacre (A20.4), if invoked during a CG scenario, is in effect only for the duration of that scenario. However, see also 12.609.

CG15: CONCEALMENT: All Infantry (and their possessed Weapon[s]) setting up in Concealment Terrain may do so concealed, regardless of LOS. Such "?" need not be purchased; i.e., they are placed freely. Otherwise, A12.12 and A12.34 apply. The side setting up first may conceal all eligible units before the other side views its setup; likewise, the side setting up second may conceal all eligible units before his opponent views that setup. "?" purchased in the RePh (12.623) are intended for use as dummies.

CG16: MISCELLANEOUS: Non-captured Mobile AFV may not be voluntarily Abandoned. A ⅝" counter set up beneath a Trench counter (as per B27.51) may be removed from below that counter on any subsequent CG Day [EXC: if immobilized or wrecked see 12.6151].

CG17: SELF RALLY: Each side may attempt to Self Rally ≤ two (not just one) non-Disrupted broken MMC, provided (as per A18.11) both attempts are carried out before other friendly MMC Rally attempts.

CG18: SEWER RESTRICTION: On the final CG Day of each CG, Sewer Movement is not allowed after Game Turn 4. At the start of Game Turn 5, all units/SW in Sewer Locations are Eliminated (but do not count as Casualty VP).