12. VOTG CAMPAIGN GAMES

Rule sections #12.1-.5  VotG Campaign Games

12.6 REFIT PHASE (RePh): The following steps (12.6-12.627) are performed simultaneously by each side during the RePh, which occurs between CG scenarios. Each step (and sub-step) must be carried out in the numbered/lettered order given; those not applicable to the current situation may be omitted (e.g., if there are no blazes on the map, skip RePh step 12.610). Those steps listed below preceded by an "*" are performed repeatedly until a new CG scenario is generated in RePh step 12.625; those preceded by a "#" are performed only if a CG scenario is to be played on the current CG Day. Those preceded by a "†" are the only steps necessary to complete before playing a CG Initial Scenario. Those steps preceded by a "‡" are not performed before playing a Russian Counterattack Scenario [EXC: only portions of step 12.615 are omitted; see 12.6253].

12.601 Conclusion of Melee
12.602 Ferry Landing Interdiction
12.603 Marker Removal
12.604 Victory Determination & Rally
12.605 Encirclement & Minefields
12.606 Perimeter Determination
12.607 Isolation
12.608 Clearing the Map
12.609 Prisoners
12.610 Extinguishing Blazes
12.611 Wounded Leaders
12.612 Battle Hardening & Promotion
12.613 Russian Counterattack Declaration
‡* 12.614 New CG Day & SAN Adjustment
‡* 12.615 Equipment Repair & Replenishment
*  12.616 Armor Redeployment
*  12.617 Fortification Removal
*  12.618 CPP Replenishment
‡* 12.619 ELR Loss/Gain
‡* 12.620 Weather & EC Determination
†* 12.621 Purchasing Reinforcement Groups
†* 12.622 RG Strength, Weapons & Leaders
†* 12.623 Purchasing Fortifications
†* 12.624 Reconnaissance
*  12.625 Initiative Determination
†# 12.626 Wind & Unit Setup
†# 12.627 Scenario Commencement

12.601 CONCLUSION OF MELEE: First, each unit currently on a Climb marker must be placed in either the Location it was attempting to reach or the Location it left when it began to climb, at the owner's choice. If the Location the unit is placed in contains enemy unit(s) mark them all with a Melee (not CC) marker.

12.6011 ORDER OF RESOLUTION: Resolve all Melees in alphanumeric sequence (e.g. A1, then B16, then B35, then C19, etc.).

12.602 FERRY LANDING INTERDICTION: The German player may now determine which Ferry Landing(s) are Interdicted (CG12.1-.12). Any German Unit designated as Interdicting is now marked with a TI counter; the TI counter is not removed until the start of the next CG scenario (12.6264).

12.603 MARKER REMOVAL: All markers/counters listed below are removed from the map at this time:

a) FFE, SR and Barrage counters;
b) SMOKE;
c) Acquired Target counters;
d) Radios and Field Phone;
e) DM, Disrupted, Fanatic, Berserk, Wall Advantage and Hull Down (HD), Dummy Stacks and Dummy Cloaking counters;
f) CX, Motion, CE, BU, Stun;
g) All still hidden/Cloaked units and Equipment are placed on-map concealed in their setup location [EXC: hidden Set DC (12.623) may remain Hidden until step 12.6083]. Still-hidden Fortifications need not be revealed at this time.
h) Sewer counters, each unit/SW beneath such is Retained;
i) Snipers;

12.604 VICTORY DETERMINATION & RALLY

12.6041 CG SCENARIO VICTORY DETERMINATION: The winner of the just-completed CG scenario is now determined (12.6255; see 12.51-.54 for Initial Scenario Victory Conditions). A Location Controlled solely as a result of a fire deliberately set by the opponent (as per A26.16) does not count towards scenario Victory Conditions. Units/Equipment Eliminated in the RePh after this step (12.6041) never count for CG scenario Victory Determination nor for MMC Battle Hardening DRM (12.6123), but can be used for CPP DRM determination purposes (12.618).

12.6042 RALLY: After the scenario victor is determined, all currently broken units of both sides automatically rally, even if Disrupted. No DR are made. All Passengers/Riders are unloaded into their Vehicle's Location (a unit unloading into an A-P minefield is not immediately attacked, but 12.6052 will apply).

12.605 ENCIRCLEMENT & MINEFIELDS

12.6051 ENCIRCLEMENT: Each Encircled unit [EXC: prisoner] must take a 1TC (leader DRM apply). Failure of the 1TC results in the unit's immediate Elimination [EXC: the Encircled Vulnerable PRC of an Immobile AFV are Eliminated, leaving the AFV Immobile and Abandoned]. Each prisoner that an Eliminated Encircled unit was Guarding must if possible be claimed by another unit in that Location friendly to the Eliminated unit, if the prisoner is not claimed, it may automatically possess any Equipment dropped by its Eliminated Guard and is considered Rearmed (A20.551). Otherwise, any Equipment that an Eliminated Encircled unit possessed is left in the Location unpossessed. Each Encircled unit that passes its 1TC remains in its present Location (Encircled markers are not removed until step 12.6074).

12.6052 MINEFIELDS: A Mobile AFV in any type of minefield undergoes the appropriate type(s) of mine attack(s), fully resolved in the normal manner, as if attempting to exit the minefield Location. Each Infantry unit in an A-P minefield hex (including a crew that just disembarked as a result of a minefield attack) must take a NTC ([non-armor] leader DRM apply); failure of the TC causes Casualty Reduction. [EXC to both: A unit theoretically (even via Sewer Movement) able to exit the minefield hex without being attacked by the mines and without having to enter a minefield/enemy-Controlled hex need not take the NTC.] In all cases, each surviving unit remains in its respective Location in that minefield hex until removed in RePh step 12.608.

12.606 PERIMETER DETERMINATION: The Front Line between the Germans and Russians is now determined. In general, each side attempts to draw a closed "loop" (or "loops") of adjacent Locations around a section of the map by marking out connecting (Alternate [as shown in the E12.11 diagrams]) Hex Grains. The section thusly enclosed is the Perimeter Area. When fully completed (at the end of step 12.6076), the Perimeter Area must contain every friendly unit, and as many Locations within its Perimeter Area as it is able to, without violating any rule. If the "loop" is determined properly, each side will be able to start at any Front Line Location and, by moving only into an adjacent Front Line Location, and never re-entering the same Front Line Location, eventually end up back at that starting Front Line Location.

12.6061 NO MAN'S LAND: Since each side is marking a Perimeter, there will often be sections of the map outside of both Perimeter Areas and sections where the two Areas overlap. Hexes outside of both Perimeter Areas are No Man's Land, as are hexes within both Perimeters that contain no units; 12.6072. The overlapping Areas containing units are Isolated Areas. A Strategic Location can never be a No Man's Land Location, as one side will always Control it.

12.6062 CONTROL MARKERS: each side may (at any time during/after a CG scenario) place a friendly Location Control marker in a Strategic Location that it currently Controls (or is awarded Control of, as per A26.16), if that Location's Control might affect victory determination or the alignment of either Perimeter. The Control marker must be removed (or flipped over) if the Controlling side loses Control of that Location. Note that non-Strategic Locations may still be Controlled (as per A26.11-.12) but never receive a Control marker.

12.6063 MAP-EDGE MARKERS: First, a Perimeter marker is placed in each friendly-Controlled non-Water-Obstacle map-edge hex that is adjacent to an enemy-Controlled map-edge hex. Each such marker is then pointed towards another friendly Perimeter marker along a map-edge (Alternate) Hex Grain that is devoid of enemy-Controlled hexes [EXC: If a map-edge hex is adjacent to two enemy-Controlled map-edge hexes, place a single marker in that hex, facing off the map]. This map-edge (Alternate) Hex Grain may even go "around the corner(s)", and along Shore Hexes, of the map if necessary (and therefore change from a normal to an Alternate Hex grain, or vice-versa). Since the Control of map-edge Locations are especially important, players are urged to leave the map-edge Perimeter markers on the map during play (whereas others, at the player's discretion, may be removed after setup). Note that map-edge Perimeter markers usually occur in pairs, pointing towards each other.

12.6064 PERIMETER MARKERS: Each side now places Perimeter markers, one at a time, in ground-level Locations that contain a friendly Infantry-MMC/Control marker; it makes no difference which side places first, or if both sides place simultaneously. As each Perimeter marker is placed, it must be pointed towards a Location containing another friendly Perimeter marker, along a(n) (Alternate; E12.11) Hex Grain that is devoid of ground level non-SMC enemy units/Control markers. In addition, the new (Alternate) Hex Grain may not overlap another friendly (Alternate) Hex Grain (even on the map-edge) [EXC: in a hex already containing a friendly Perimeter marker]. The placement of Perimeter markers must continue in this manner until each side has formed a closed "loop" of connecting (Alternate) Hex Grains (including map-edge [Alternate] Hex Grains) which that side is satisfied encloses the largest Perimeter Area legally possible (though at this point not always encompassing every friendly unit). It is possible to have ≥ one such closed "loop" in this manner. The markers placed in this step "build on" the map-edge markers placed in the previous step.

12.6065 READJUSTMENT: Each side is free to remove or readjust its previously-placed Perimeter markers until it is satisfied with its Perimeter, as long as all of the markers are legally positioned. A side may even start over, but it must begin again with step 12.6063.

12.6066 POCKETS: Each friendly unit still outside its Perimeter Area is in a Pocket [EXC: SMC alone cannot create a Pocket; see 12.6069]. See 12.6067 if the unit is not at ground level. In order to enclose a ground level unit(s) within a Pocket, two (if possible) Perimeter markers are placed simultaneously in hexes that contain such a friendly non-SMC unit/Control marker. The two markers are pointed towards each other along a(n) Alternate Hex Grain that is devoid of ground-level non-SMC enemy units/Control markers. After the two markers are thusly positioned, additional Perimeter markers may (if possible) be placed (as per 12.6064) in order to expand the Pocket and enclose other friendly unit(s). However, a Pocket can never include any Location that was enclosed in the friendly Perimeter Area during step 12.6064, nor any friendly (12.6068) map-edge hex (if the latter should happen, see 12.6068). If a Pocket consists of only one hex, no Perimeter marker is needed since the units enclosed will remain on-map and must set up in that hex for the next scenario [EXC: Escape; 12.6073]. All Pockets are Isolated Areas and part of the friendly Perimeter Area, even though physically separate from the main Perimeter Area.

12.6067 NON-GROUND-LEVEL POCKETS: Upper level, as well as Cellar (V8), building Locations can also form a Pocket if an MMC present in such a Location cannot reach the ground level of that building hex except via enemy-Controlled Location(s). Such a Pocket is not indicated by Perimeter marker(s) since those markers are always placed on ground level; therefore, this type of Pocket is best recorded by direct notation on a photocopy of the reduced-size VotG mapsheet (the appropriate circled level-number should suffice). All upper-level/RB-Cellar Pocket Locations (whether enemy-or friendly-Controlled) ADJACENT to another such Pocket Location in the same building constitute one Pocket, distinct from other possible Isolated Areas within that building or in adjacent hexes outside that building.

12.6068 If the process of expanding a Pocket adds a friendly map-edge hex to a Pocket, that section of the Perimeter Area ceases to be a Pocket and is considered to be a "normal" section of the Perimeter Area (i.e., as if it had been marked out in step 12.6064) [EXC: A Russian Perimeter Area that contains south map-edge hexes but no north map-edge hex(es) nor non-interdicted Ferry Landing(s) is considered Isolated. Russian units that exit off the south map-edge in hexes that are not part of a non-isolated Russian Perimeter Area are eliminated]. The Isolated status of any Location within that section does not change.

12.6069 At this point, each side gains Control of all non-Isolated Locations within their Perimeter Area and removes all enemy Control markers from such Locations. Each friendly SMC that is still outside of the friendly Perimeter Area is Eliminated. Each Location of an Isolated Area maintains its present Control status; all No Man's Land hexes become un-Controlled.

12.607 ISOLATION: Isolated Areas are of four types (A-D), based on the units enclosed therein:

A) No unit(s);
B) Only SMC of one or both sides;
C) MMC/Vehicle(s) of one side;*
D) MMC/Vehicle(s) of both sides.*

* The presence of SMC (of either side) does not alter the classification.

12.6071 EFFECT ON UNITS: In a type B Isolated Area each enclosed SMC must attempt to Escape (12.6073) [EXC: if TI]. In a type C Isolated Area each enemy SMC must attempt to Escape. In a type C/D Isolated Area each unit/Weapon enclosed begins the next scenario with Ammunition Shortage (A19.131) [EXC: Escaped (12.6073); Eliminated (12.6104-.6105, 12.6152 and 12.6154-.6156)]. The ID of some may need to be recorded to distinguish them from others not suffering the same penalties. See 12.6262 for setup restrictions in Isolated Areas.

12.6072 EFFECT ON HEX CONTROL: Each type A, and each type B, Isolated Area becomes No Man's Land. [EXC: If all of the Controlled Locations (i.e., ignoring No Man's Land) ADJACENT to a type A or B Pocket (only) are Controlled by one side, all Locations of that Area become non-isolated and pass to the Control of that side. If this occurs, the enemy Front Line Locations that delineated the Pocket are no longer considered perimeter Locations for that side.] Each Location of a type C Isolated Area is Controlled by the occupying side. Each type D Isolated Area has some Locations Controlled by each side.

12.6073 ESCAPE FROM ISOLATION: Any mobile, non-TI unit in an Isolated Location may attempt to Escape by making a DR on the Escape Table. If more than one Infantry unit in the same Location wish to Escape, they may combine themselves into one or more stacks. Each stack then makes its own Escape DR. One German squad stacked with each leader may freely Deploy. Any SW/Gun may be dropped or transferred/dismantled-(if possible) prior to its possessor's Escape attempt. Guns cannot accompany an escaping unit [EXC: if dm].

ESCAPE TABLE
Final DR1InfantryAFV
≤ 8Escapes1Escapes
9Escapes; Replaced2,3Escapes
10Escapes; Casualty Reduced3Abandoned;4 Crew Escapes
11Escapes; Replaced then Casualty Reduced2,3Abandoned;4 Crew Eliminated
≥ 12EliminatedEliminated;4 (CS NA)

DRM:

1Original 2 DR always results in Escape and Heat of Battle (A15.); however a subsequent result of Berserk or Surrender Eliminates the unit(s).
2A unit that would become Disrupted is Eliminated instead.
3Use Random Selection for a stack.
4In current hex and facing.
DRM:
+x(Armor-)Leader/Heroic DRM (NA to lone SMC).
-1If Russian.*
-1If lone, unwounded SMC.
-1If ≤ 2 hexes from a friendly-Controlled, non-Isolated hex.
-1If adjacent to Friendly-Controlled, non-Isolated hex.
+1Per HS equivalency ≥ 1 HS using the same Escape DR.*
+1Per PP ≤ IPC being carried (unit with most excess PP determines this DRM.
+2If Encircled.*
+2Captured AFV.

* NA to AFV.

12.6074 ESCAPE RESULTS: If a unit survives the Escape attempt it and each SW portaged by it are Retained. An original DR of 2 results in Escape and Heat of Battle; use Random Selection to determine the unit(s) affected if a stack is involved. [EXC: Any result other than Hero-Creation/Battle-Hardening results in the selected unit(s) Elimination.] All Encircled markers are now removed.

12.6075 If the escape of a unit(s) changes the type of an Isolated Area, 12.6071-.6072 must be consulted again to determine the effects on remaining unit(s) and hex Control.

12.6076 DRAWING THE PERIMETER: The Perimeter determination procedure is now complete. Both sides should now record their Perimeter on a photocopy of the reduced-size VotG map (e.g., both sides draw their Perimeter on the same photocopy using a different colored marker for each Perimeter drawn). Mark each hexside that a friendly Front-Line Location shares with a No Man's land or non-Isolated, enemy-Controlled Location. This procedure converts the connecting (Alternate) Hex Grains into a more understandable form on the reduced-size map. The type (A, B, C, D) of an Isolated Area should also be recorded.

12.608 CLEARING THE MAP: Each player now removes all remaining non-Isolated, non-TI (12.602) units/Equipment from friendly-Controlled Locations and places them in their proper box on his copy of the Chapter V divider (12.15) [EXC: A Gun/AFV in either a Fortified Building Location or Pillbox (SSR CG5; 12.4) and Immobile vehicles are left on map].

12.6081 ISOLATED AREAS: Units/Equipment in Isolated Areas are not cleared from the map, and each must be left on the map in its current Location.

12.6082 RETAINED EQUIPMENT & SCROUNGING: All removed items, as well as all equipment left on-map, are considered Retained by the side Controlling its Location [EXC: hidden Set DC; see 12.6083]. Each such item may be Eliminated [EXC: an AFV becomes a Wreck or Burnt-Out-Wreck] if its Retainer wishes to do so, after any desired Scrounging attempt (D10.5).

12.6083 HIDDEN FORTIFICATIONS: Each still-hidden Fortification, including all Fortified Building Locations and tunnel entrance/exits in Locations currently Controlled by its purchaser's opponent, is placed on-map [EXC: A tunnel is revealed only if both its entrance and exit Locations are currently enemy-Controlled]. Each minefield in such a Location is revealed by placement of a Known Minefield counter (i.e., one which indicates the presence but not the strength/type of the minefield). The minefield's strength/type need not be revealed. Each on-map Fortification (i.e., from previous CG scenarios) is Controlled by the side Controlling its Location, regardless which side Controlled it previously. A friendly-set, hidden Set-DC in a friendly-Controlled Location may remain hidden or be "removed" and Retained; if in an enemy-Controlled Location it is now Eliminated instead.

12.609 PRISONERS: Each prisoner Guarded by a non-Isolated unit is Eliminated. An Isolated Guard may retain possession of his prisoner(s) (though the latter may be freely transferred to another friendly unit in the same Isolated Area), execute them, or free them. If executed, Massacre (A20.4) will be in effect during the next CG scenario. If freed, a prisoner is automatically Retained by the side friendly to it. An unarmed MMC is Replaced by a friendly Conscript MMC of the same size; a freed SMC is Replaced by its original SMC type.

12.610 EXTINGUISHING BLAZES: Each Location currently marked with a Blaze (not Flame) counter is considered fully consumed by the fire. Players must remove each Blaze counter and make the appropriate terrain alterations when performing the following sub-steps (12.6101-.6108).

12.6101 BURNING WRECK: Each Burning Wreck (including a burning armored cupola; D9.5) has its Blaze marker transferred to the Burnable Terrain (if any) in its Location (one of the following sub-steps will apply to the newly created terrain Blaze); otherwise, that Blaze marker is removed. The Wreck itself is replaced with a Burnt-Out-Wreck counter [EXC: an armored cupola that was burning is removed].

12.6102 BRUSH, ORCHARD, WOODEN RUBBLE: Place a Shellhole counter in the Location; the other previous terrain no longer exists.

12.6103 STONE RUBBLE: The stone rubble still exists, and the Location may catch Fire again in later scenarios.

12.6104 NON-FACTORY BUILDING: For each non-Factory stone building that has at least one Blaze in any of its Locations, a dr must be made on the Non-Factory Building Table to determine whether the building will become Gutted (7.) or rubbled. Each non-Factory wooden building that has at least one Blaze in any of its Locations has wooden rubble placed in all ground-level Locations. Each Isolated unit/Equipment that would have been confined to setting up again in that building is Eliminated, and those formerly Isolated building/rubble hexes become Controlled by the opponent.

NON-FACTORY BUILDING TABLE
Final drResult:
≤ 4Building becomes a Gutted Building (7.).
≥ 5Building is rubbled; place a Rubble counter in all ground-level Locations of the building; this rubble may catch Fire again in later scenarios.
drm: 
+2Building is a single-hex building.

12.6105 FACTORY BUILDING: A Factory is not reduced to rubble; rather, place a Gutted marker in any hex of it (O5.5). Each Isolated unit/Equipment that would have been confined to setting up again in that Factory is Eliminated, and those formerly Isolated Factory hexes become Controlled by the opponent.

12.6106 RAILCARS: Place a Gutted marker (4.8) in the Location.

12.6107 FLAME SPREAD: Each Flame is now flipped over to its Blaze side [EXC: Each Flame in a now-Gutted non-rubbled Factory/non-Factory building Location is removed], and another Blaze counter is also placed in each Burnable Terrain hex that is adjacent to it and does not currently contain a Blaze/Flame counter. All such Blazes will be in effect at the start of the next CG scenario and are assumed to occupy all existing Burnable Terrain levels in those hexes. Each Isolated unit/item of Equipment confined to setting up in a Location now containing a Blaze is Eliminated (replace an AFV with a Burnt Out Wreck).

12.6108 FORTIFICATIONS: Each Fortification/item of Equipment (including a Fortified Building Location) in a non-Factory terrain Blaze Location (including a building just converted to rubble as per 12.6104) is Eliminated [EXC: Entrenchment and pillbox, though all Equipment therein is Eliminated]. Each item of Equipment (but no Fortification) in a newly-Gutted Factory/non-Factory building (12.6104-.6105) is Eliminated.

12.611 WOUNDED LEADERS: Each side makes a dr for each currently Wounded leader. On a Final dr ≤ 2 the leader is Retained in his wounded state. On a Final dr ≥ 3 the leader is considered to have sustained wounds serious enough to require his evacuation (or, if Isolated, to have died of his wounds) and is Eliminated. There is a +1 drm if the leader is confined to setting up in an Isolated Area.

12.612 BATTLE HARDENING & PROMOTION

12.6121 LIGHT MORTAR SW TEAM: Each side may Retain ≤ one HS for each light mortar currently Retained in its OB. Such HS are exempt from Recombining (12.6122); also see Russian RG Chart note "x".

12.6122 RECOMBINING: All Retained same-class HS [EXC: Light Mortar SW Team; 12.6121] with the same strength Factors must now Recombine (A1.32) so that no more than one of each HS type is Retained. [EXC: Isolated HS may only Recombine with other Isolated HS of the correct type allowed to set up in the same Isolated Location(s); 12.6262.]

12.6123 HEROES & MMC: On each side, each Retained Hero [EXC: heroic leader; 12.6124] is Eliminated; however, each such Elimination enables that side to Battle Harden one MMC of the owner's choice (in the same Isolated Area as that Hero, if applicable). Each side also makes one Secret DR to determine the number of Retained Infantry MMC eligible for Battle Hardening. In all cases, an Elite MMC (as well as a crew) that Battle Hardens becomes Fanatic (but only for the duration of the next scenario). No MMC may Battle Harden more than once per RePh.

MMC BATTLE HARDENING TABLE
Final DR# of MMC
≤ -15
04
13
2-32
4-51
≥ 6-
DRM:
-3Per CG scenario won on current CG Day.
-1If Russian
-1Per 20 CVP amassed by friendly side in the previous scenario.

12.6124 LEADER: On each side, each Retained Heroic leader Battle Hardens and loses his heroic status [EXC: a heroic 10-3 or 10-0 loses his heroic status with no additional effect]. Each side also makes one secret DR to Battle Harden a Retained Infantry leader, using that side's column on the following table [EXC: 12.6125], if the leader selected is not currently Retained by that side the player then must Battle Harden the next lowest-grade Retained non-wounded leader (if any).

LEADER BATTLE HARDENING TABLE
LeaderGermanRussian
TypeDRDR
10-2≤ 2≤ 2
9-233
9-144
9-0*-5
8-1†56
8-06-77
8+1#-8
7-0‡8-99-10
6+110-1211-12

DRM:
-2 Friendly side won this CG Day's scenario (optionally, the player may, after the DR, choose to ignore this DRM, or apply only a -1 DRM).
*Always Battle Hardens to a 10-0.
Always Battle hardens to a 9-1.
#Always Battle Hardens to a 9-0.
Always Battle Hardens to an 8-0.

12.6125 PROMOTION OUT OF THE RANKS: In lieu of making a DR on the 12.6124 Table, the player may choose either:

a) Exchange one non-Isolated unwounded 8-0 Infantry leader for two 7-0s; or

b) Exchange one non-Isolated unwounded 8-1 Infantry leader for one 8-0 and one 7-0.

However, a player may not use any option (a/b) that would give him > one leader per four squad-equivalents (if German), or per eight squad-equivalents (if Russian) of his currently Retained units.

12.613 RUSSIAN COUNTERATTACK DECLARATION: If the Russian player intends to conduct a Counterattack scenario (12.6253) immediately following this RePh, he must declare so at this time, after which the RePh is completed minus the following steps: New CG Day & SAN Adjustment (12.614); AFV/Wreck Recovery (12.615d); Immobilization Removal (12.615e); Wreck Repair (12.615f); ELR Loss/Gain (12.619); Weather & EC Determination (12.620).

12.614 NEW CG DAY & SAN ADJUSTMENT

12.6141 NEW CG DAY: Each passage of this RePh step represents the start of a new CG Day. Should no scenario be generated (RePh step 12.625) players return to this step and repeat RePh steps 12.614-.625 until one is.

12.6142 SAN ADJUSTMENT: Each side whose SAN is currently ≥ 4 must make a dr, with a + dr equal to that side's current SAN minus 4. A Final dr of ≥ 5 immediately reduces that side's current SAN by one. Each side whose SAN is currently zero has it automatically raised to 2 (no CPP expenditure is necessary).

12.6143 BOOBY TRAP DEACTIVATION: If Booby Trap Level A or B is currently in effect, the Russian player makes a dr; an original dr of six decreases that Level by one (i.e., Level A goes to Level B; Level B reverts to Level C). Any other dr has no effect.

12.615 EQUIPMENT REPAIR & REPLENISHMENT

12.6151 AFV RECOVERY & FIELD MAINTENANCE:15 Each side performs the applicable step(s) below for each friendly AFV/Wreck (not Burnt-Out Wreck).

a) Each abandoned non-isolated AFV in a friendly-Controlled Location may remain abandoned, or may be re-manned and operated (as per A21.22) by any Retained unit of that side. Such a remaining unit must begin the next scenario manning that AFV.

b) Each Shocked/UK AFV must have the necessary dr (C7.42) made for it until it is no longer under the effects of Shock/UK.

c) Each manned, bogged AFV must undergo Bog Removal attempts (D8.3) until it is either unbogged or immobilized. MP expenditure is immaterial. If unbogged clear from the map if non-Isolated.

d) Each side may attempt to Recover each friendly non-Isolated immobilized AFV or Wreck (not Burnt-Out-Wreck) [EXC: recovery may be attempted for a friendly Isolated AFV or Wreck if it is able to trace a path of hexes free of enemy Control from its Location to a non-Isolated friendly Perimeter Location] by making a dr for each such AFV/Wreck on the AFV/Wreck Recovery Table below. If successful the AFV/Wreck is Retained in its current state.

AFV/WRECK RECOVERY TABLE
Final dr† Effect
≤ 4Recovered*
≥ 5Recovery unsuccessful; AFV/wreck remains in its current location.
drm:
+2If Isolated.
-2If in friendly Perimeter.
+2If Dug-In.
† An Original dr of 6 results in a Wreck being unrecoverable and the Wreck must be replaced with a Burnt-Out Wreck, and also may be scrounged (see 12.6082).
* Retained; clear from the map.

e) Each Retained immobilized AFV or manned, Isolated immobilized AFV must make a dr on the table below to determine if the Immobilization is repaired.

IMMOBILIZATION REMOVAL TABLE
Final drEffect
≤ 2Becomes Mobile
≥ 3No change*
drm:
+xPer armor leader DRM if Isolated.
+1If only Non-Qualified Use (A21.13) possible.
+1If Isolated.
+1If manned by Inexperienced Crew (D3.45; 12.6227).
-1/-2Per Labor Status.
* May mark with a -1 Labor counter (or flip a -1 Labor counter to its -2 side).

f) Each Retained Wreck (12.6151d) must make a dr on the table below to determine if it has been repaired [EXC: NA to Captured enemy Wreck].

WRECK REPAIR TABLE
Final dr†Effect
≤ 2Repaired; AFV is now fully functional.
≥ 3No change*
drm:
-1 If German.
+1 If partially armored (D1.22).
-1/-2 Per Labor Status.
† An Original dr of 6 results in the Wreck being a total loss and it is Eliminated; see also 12.6082.
* May mark with a -1 Labor counter (or flip a -1 Labor counter to its -2 side).

12.6152 WEAPON REPAIR: Each side makes a separate dr on the table below for each malfunctioned non-Captured Retained Weapon.

WEAPON REPAIR TABLE
Final drEffect
≤ 1Repaired
≥ 2Eliminated*
drm:
-2If Vehicular-mounted.
-1If Russian MG/ATR.
-xWeapon Repair Number (A9.72).
+1If only Non-Qualified Use (A21.13) possible.
+1If Isolated.
*If Vehicular-mounted, the Weapon is Disabled [EXC: if MA, the AFV is Retained as a Wreck (12.615d)].

12.6153 AFV MG EXCHANGE: A Disabled non-Captured, non-Isolated AFV MG (even if Disabled in step 12.6152) may be automatically repaired by the Elimination of a friendly, non-Isolated Retained LMG.

12.6154 FT/DC: Each non-Captured FT/DC removed from play during the preceding scenario (regardless of why it was removed) is Retained by its original owning side only if it was removed by an Original effects DR ≥ 10; otherwise, it is Eliminated. Place each such Retained SW in the friendly side's "Retained" box on the Chapter V divider. However, the side may never Retain in this manner more friendly DC, nor friendly FT, than it has friendly non-Isolated Assault Engineer (only) squads at this point in the RePh.

12.6155 CAPTURED WEAPON: Make one dr for each functioning Captured Retained Weapon: if ≥ 3 it is Eliminated (Disabled if Vehicular-mounted). Each already malfunctioned Captured Weapon is Eliminated (or Disabled). Disablement of MA by either means does not cause Recall.

12.6156 CAPTURED AFV: A captured AFV may remain in play if it has any functioning Weapon (even if its MA is disabled); otherwise, it becomes a wreck. See also 12.6082.

12.6157 SPECIAL AMMO: Each non-Captured, non-Isolated Retained Gun (including Vehicular-mounted) has all of its Depleted ammunition types (if any) restored to normal availability.

12.6158 LOW AMMO REMOVAL: Each Low Ammo counter on each non-Isolated unit is removed.

12.6159 AMMUNITION SHORTAGE REMOVAL: Each non-Isolated Infantry-unit/Weapon currently suffering Ammunition Shortage (12.6071) now has such restrictions lifted.

12.616 ARMOR RECALL & REDEPLOYMENT16

12.6161 RECALL: Each Mobile, non-Isolated Retained AFV under Recall is returned to Good Order; the owner may immediately attempt to Repair any of the AFV's Malfunctioned Weapon(s) [EXC: if the MA is Disabled the AFV is Retained as a Wreck (12.615d)]. If Mobile, under Recall and Isolated, it begins the next scenario under Recall (as well as suffering Ammunition Shortage; 12.6071).

12.6162 AFV PLATOON REDEPLOYMENT: Each side makes a Secret dr on the following table for each friendly (including Captured) non-Isolated, non-Dug-In Retained AFV Pltn (or part thereof) that has had ≥ one AFV of its Pltn on the map in at least one CG scenario to determine whether the Pltn (or remainder thereof) must be Redeployed. A Redeployment result temporarily removes from play each remaining non-Isolated AFV (even if abandoned/immobilized) of that platoon, as well as each Retained armor leader originally entered with that Platoon (if any). A Redeployed AFV Pltn may attempt to re-enter play (requiring no CPP expenditure) in any subsequent RePh step 12.6162 by making a dr of ≤ 1 (subject to the Redeployment Table drm). A Redeployed AFV Pltn automatically has any Immobilization removed and all malfunctioned Weapons repaired.

AFV PLATOON REDEPLOYMENT TABLE
Final drResult
≤ 5Retained
≥ 6Removed
drm:
-1If friendly side's win:loss ratio is ≤ 1:2.*
+2If German and date is on/after 25 September.
±xFriendly Historical DRM for current day.†
* Not applicable until > two CG scenarios have been completed.
†Only applies to a Redeployed AFV Pltn attempting to re-enter play.

12.6163 ISOLATED AFV: An Isolated Mobile AFV that belongs to an AFV Platoon forced to Redeploy is not removed from play. Instead, such an AFV makes a dr in each friendly RPh of the next scenario. A dr of ≤ the current turn number immediately places that AFV under Recall. Once the Recalled AFV is able to exit the map or if it is Retained at scenario end, it immediately rejoins the remainder of its Redeployed platoon. If still on-map and Isolated at scenario end, it remains in-play but still under Recall (12.6161).

12.617 FORTIFICATION REMOVAL: Attempts may be made to Eliminate any Known wire/minefield/Entrenchment (including an A-T Ditch) in any friendly-Controlled non-Isolated Location. A Roadblock may also be rolled for removal, but only if the removing side Controls both ground-level Locations that share that hexside. If a Location contains more than one type of the above-mentioned Fortifications (all mines are considered the same "type"), the side may roll once for each, but must announce which one is currently being rolled for [EXC: all A-P mines must be Cleared from a Location before a removal attempt may be made for another same-Location non-mine fortification]. Only one attempt may be made against each Fortification in any Location during this RePh step. Pre-existing Labor drm are not applicable, nor does the dr create or increase labor drm.

FORTIFICATION REMOVAL TABLE†
Final drResult
≤ 3Eliminated*
≥ 4No Effect
drm:
+2Wire/minefield/Entrenchment is in a Front Line Location.
+2Roadblock is along a hexside of ≥ one Front Line Location.
+1Wire/minefield/Entrenchment is ADJACENT to - not in - a Front Line Location.
+1Roadblock is not along a hexside of a Front Line Location, but is along a hexside of a hex that is ADJACENT to a Front Line Location.
-1Friendly side currently Retains ≥ three non-Isolated Assault Engineer squads.
*Vs a Known minefield, this result Eliminates all mines (A-P and A-T) in the Location.
An Original dr of 6 results in Casualty Reduction of a non-Isolated elite MMC (Assault Engineer if possible, otherwise owner's choice; if no elite MMC is available, Reduce a First Line MMC, etc).

12.618 CPP REPLENISHMENT: Each side now makes a Secret DR to replenish its CPP (see also 12.6181; CGI-2).

CPP REPLENISHMENT TABLE
Final DRCPP Increase
≤ 2+20
3-4+19
5-6+18
7-8+17
9-10+16
11-12+15
≥ 13+14
DRM:
-yAs per CG scenario Balance provision (12.32) in effect.
±xFriendly Historical DRM (12.6182) for the current CG Day.
+1If the friendly side selected the "Attack" Initiative chit on the previous CG Day.
-1Per each 20 Casualty VP (A26.22) suffered by the friendly side in the previous CG scenario (including friendly unit[s] Eliminated since the last scenario during the current CG Day's RePh).

12.6181 GERMAN SUPPORT CPP17 In each CG scenario in which the German has selected the "Attack" chit (12.625) he receives 6 extra CPP which are termed Support CPP. These type of CPP may only be used to purchase non-Infantry RG Group Types (i.e., they may be used to purchase any RG Group Type that begins with an ID letter of "S", "A", "O", "B", "G" and "M").

12.6182 HISTORICAL DRM CHART: The DRM given in the chart below are used as DRM for the following Tables: CPP Replenishment (12.618), ELR Loss/Gain (12.619), and RG Strength determination (12.6221 & 12.6224), and also inversely to adjust the maximum number of Infantry Companies/Platoons a side may purchase per CG Day (12.6215). Players may wish to write in the pertinent DRM for their side in the "Hist DRM" column on the CG Roster. Each side uses only the DRM listed for its side for the current CG Day.

HISTORICAL DRM CHART
 GermanRussian GermanRussian
DateDRMDRMDateDRMDRM
14 Sept00/-2*21 Sept-2+1
15 Sept-1-122 Sept-20
16 Sept-2-123 Sept-1-1
17 Sept-1-124 Sept-1-1
18 Sept0025 Sept00
19 Sept0026 Sept+1+1
20 Sept-1+127 Sept+1+1
* On 14 Sept the Russian has two Historical DRM, the 0 DRM applies to any daytime scenario(s) played and the -2 DRM applies to a Night scenario (if one is played).

12.619 ELR LOSS/GAIN: Each side makes a DR to determine if its present ELR changes. On a Final DR of ≤ 2 that side's current ELR increases by one, to a maximum of 4. On a Final DR of ≥ 13 its current ELR decreases by one, to a minimum of 0. Update any change in a side's ELR in the "ELR" column of the CG Roster for that CG Day. A side's ELR applies to all non-crew Infantry units of that side [EXC: those with an underscored Morale Factor]. Normal Battlefield Integrity [A16.] rules should not be used in the VotG CG. The following cumulative DRM can apply to the ELR Loss/Gain DR:

DRM:
-1Per each scenario won by the friendly side on the previous CG Day.
-2Per Idle Day since the last-completed CG scenario.
-2Per friendly elite Infantry Coy purchased on the previous CG Day.
-1Per every two (FRU) friendly Infantry Pltn purchased on the previous CG Day [EXC: MOL-P/HW Pltn].
-1Per friendly first-line-Infantry Coy/AFV Pltn purchased on the previous CG Day.
+1If friendly side selected the Attack chit on the previous CG Day.
+2Per scenario completed since the start of the CG or since the last Idle Day (friendly side's choice).
±xHistorical DRM for friendly side.
+1(Applies to the German only) Per Night scenario completed since the start of the CG or since the last Idle Day (German Player's choice).18

12.620 WEATHER & EC DETERMINATION: The Russian side makes a DR on the VotG Weather Table to determine the Weather for the current CG Day, then makes a dr for the EC. Wind Force and direction are determined in the RePh step 12.6261. Record the results in their respective columns, and on the proper line for the current CG Day, on the CG Roster.

VotG WEATHER TABLE
Final DRResult
≤ 2Fog/Mist
3-4Overcast
5-9Clear
≥ 10Clear & Gusty
DRM:
-1If the previous CG Day was Overcast.
VotG EC TABLE
Final drResult
≤ 0Wet
1Moist
2-3Moderate
≥ 4Dry
drm:
-3If the previous CG Day was Overcast.
-1If the previous CG Day had Fog/Mist.
+1If the previous CG Day had Dry EC.

12.621 PURCHASING REINFORCEMENT GROUPS: Both sides now secretly allot CPP for the purchase of RG. All CPP expended are subtracted from that side's current CPP total. The CPP expended, those remaining, and the RG(s) purchased may all be kept secret. Each side consults its respective RG chart for the different types of RG available, the CPP cost of each, the number of each that may be purchased during the course of the CG being played, and any special notes pertaining to each. As each RG is selected, record its ID (and the CPP expended to purchase it) in the "RG Purchased" column, on the line for the current CG Day, on the CG Roster. After all RG are selected write the total CPP expended in the "Spent" column of the CG Roster for the current CG Day. Then write the number of CPP remaining, even if zero, in the "Left" column for the current CG Day. Any CPP remaining may be used in Recon (RePh step 12.624), or to purchase further RG in any subsequent RePh step 12.621-.6218).

Each RG chart contains the following columns:

12.6211 ID: Provides an alphanumeric identification for each RG. All AFV RG have an ID of "A#", all Infantry have an "I#" ID, etc.

12.6212 GROUP TYPE: Lists the name of the RG. This name and its ID are secretly recorded on the purchasing side's RG Purchase Record (12.6218).

12.6213 FULL/DEPL UNIT TYPE: Lists the type(s) of units that each RG contains. The numbers listed immediately to the left and right of the "/" (in Infantry and AFV Pltn RG [EXC: for Strength of Infantry Company RG see RG chart note "z"] represent the number of that Unit Type received at Full and Depleted Strengths respectively (RePh step 12.622). HW/MOL-P RG use 12.6223 to determine Depleted Strength; OBA module and Gun Battery RG use 12.6224. The number of Stukas/FB received is determined as per E7.21 [EXC: for number of planes received with a Stuka II RG {ID# S2} see German RG chart note "v"].

12.6214 CPP COST: Lists the CPP cost of the RG regardless of its (later determined) Strength. This is the number of CPP that must be subtracted from the purchasing side's current CPP total in order to to receive that RG. AFV, and most Infantry, RG enter play during the course of a CG scenario if purchased on that CG Day (see SSR CG9; 12.4). Place all the counters for each such reinforcing RG in a section of the "Reinforcements" box on the Chapter V divider until the units are set up to enter. The listed cost can be altered in three ways:

a) On-Map Setup: Any AFV or Infantry RG (i.e., one whose ID on the Reinforcement Group Chart begins with an "A" or "I") may be used for normal on-map setup in a scenario played on the same CG Day they are purchased. Such an RG has its CPP cost increased by two (if Russian) or three (if German) [EXC: Russian RG I5, I7 and I8 and German RG I4 may always set up on-map on their CG Day of purchase at no additional cost].

b) Reserve: Any Infantry RG (i.e., one whose ID on the Reinforcement Group Chart begins with an "I") may be purchased as a Reserve RG by spending one < its normal CPP cost. A Reserve RG must be set up on-map on the CG Day of purchase (should a scenario be played on that CG Day), using the principles of Cloaking (E1.4) [EXC: A Reserve RG (or part thereof) unable to set up on-map (HIP is NA) must instead be Retained off-map on its CG Day of purchase, but thereafter may be added to all other Retained friendly units]. Each Reserve RG purchased may (at purchaser's option) automatically include up to five Dummy Cloaking counters [EXC: each Reserve Infantry Platoon RG may only include up to two Dummy Cloaking counters (NA to HW or MOL-P Pltn)]. Such an RG must have all its Cloaking counters set up at ground level ≥ six hexes from the closest enemy Front Line Location. Each Cloaked Reserve unit/stack must remain Cloaked-and may conduct no action whatsoever-until an enemy unit is within three hexes of it and is in its LOS or until subjected to an enemy attack that results in the loss of the Cloaked unit/stack's Concealment, at which time the Controlling side may (or must, if thusly attacked) put that Cloaking counter's contents (if any) unconcealed on-map. In general, the counter(s) represented by a Reserve Cloaking counter (if any) is considered not to exist until it appears on the map, except as noted in the next below:

Should Cloaked unit(s) still exist at the end of the scenario, or should no scenario be played on that CG Day, all such non-Dummy Cloaked Reserve units are Retained in the normal manner but are no longer considered Reserves. Cloaked Reserve units are subject to Isolation in the normal manner.

c) Dug-In: A Russian AFV Platoon may be purchased at 50% (FRU) of the normal CPP cost if set up on-map as Dug-In (D9.54). A Dug-In AFV may set up using HIP in Concealment Terrain (including Rubble) as per normal Gun HIP rules (A12.34), but firing any Weapon or changing TCA is considered a Concealment-loss activity (A12.141). Such HIP must be purchased separately (RePh step 12.623). A Dug-In AFV's BMG (if any) is Disabled (such a BMG is automatically Scrounged successfully by the Russian; a number of Russian LMG, equal to the number of AFV received for the Dug-In AFV Pltn, are added to the Russian OB). Such a Dug-In AFV may never become Mobile [EXC: if subsequently Recovered and Repaired as per 12.615d-.615f]. Furthermore, any Retained Russian AFV may be freely Dug-In at the Russian player's option.

12.6215 DAILY MAX: Lists the maximum number of RG of this type that may be purchased per CG Day. Additionally, a player may purchase no more than two Infantry Company RGs per CG Day [EXC: This maximum is modified inversely by the side's Historical DRM (12.6182) for that CG Day]; every three (FRD) Infantry Platoon RGs [EXC: HW/MOL-P] are equivalent to one Infantry Company for this purpose.

EX: On 14 September, the German can purchase a maximum of two Infantry Companies/equivalent (0 Historical DRM), while on 15 September, he can purchase a maximum of three Infantry Companies (-1 Historical DRM). On 14 September, the Russian may purchase a total of two Infantry Companies/equivalent in the daytime (0 Historical DRM), and if a 14 September Night scenario is played he may purchase an additional two Infantry Companies/equivalent (-2 Historical DRM for the night of Sept 14) for a total of four for that CG day. On 15 September, the Russian may purchase three Infantry Companies/equivalent (-1 Historical DRM).

12.6216 CG MAX: Lists the maximum number of RG of this type that may be purchased during the course of the current CG. (note that there is a separate column for each VotG CG). Players must keep a written record (using the RG Purchase Record; 8.6218) of each RG purchased during the CG in order to know if additional RGs of that type are still available for purchase. RGs given in a CG's Initial Scenario OB never count against this maximum.

12.6217 RG ENTRY CODE:25 All Armor, Infantry and Gun type RG (i.e., RGs with alphanumeric IDs beginning with the letter "A", "I" and "G") have an Entry Code [EXC: Russian RGs that must set up on-map at start (as indicated by Russian RG Chart note "a") and CGI RGs do not have Entry Codes] in the form of a colored dot immediately following the number in the "CG Max" column of the RG Chart. The Entry Code is used to determine an RG's parent formation, entry area(s), on-map setup restrictions and date that it becomes available. Once a RG is Retained, it is free of any Entry Code setup or entry area restrictions and may enter on any map-edge hexes that are currently friendly-Controlled and were friendly-Controlled at scenario start.

RUSSIAN ENTRY CODES:

UNITS: Elements of the 42nd Rifle Brigade, 399th (composite) Regiment and 133rd Tank Brigade.

DATE AVAILABLE: [EXC: see SSR II-4 (12.52)].

ENTRY AREA: RG with a Yellow Entry Code may enter on any south-map-edge hexes that are currently friendly-Controlled and were friendly-Controlled at scenario start.

ON-MAP SETUP: If any RG with a Yellow Entry Code is purchased for on-map setup or as Reserve, on CG Day of purchase they may set up only in friendly Perimeter Area hexes that are numbered ≥ 46 and only if the friendly perimeter contains ≥ one friendly-Controlled south-map-edge hex.

UNITS: Elements of the 34th and 42nd Guards Rifle Regiments, 13th Guards Division and elements of the 23rd Tank Corps, 62nd Army.

DATE AVAILABLE: Available beginning the night of 14 September [i.e., RG with a Red Entry Code may not be purchased in any daytime scenario(s) of 14 September].

ENTRY AREA: RG with a Red Entry Code may enter on any north-map-edge hexes that are currently friendly-Controlled and were friendly-Controlled at scenario start; if no such friendly-Controlled hexes exist, then they may enter anywhere along the north edge on/east of hex U1. Infantry-type ("I" type) RG [EXC: MOL-P/HW Pltn] may also enter along the east edge in boats (see Russian RG Chart note "b").

ON-MAP SETUP: If RG with a Red Entry Code are purchased for on-map setup or as Reserve, on CG Day of purchase they may set up in any friendly Perimeter Area hexes providing there is ≥ one friendly-Controlled north-map-edge hex or ≥ one friendly-Controlled non-interdicted Ferry Landing.

UNITS: Elements of the 39th Guards Rifle Regiment.

DATE AVAILABLE: Available beginning 20 September.

ENTRY AREA: RG with an Orange Entry Code may enter on any north-map-edge hexes that are currently friendly-Controlled and were friendly-Controlled at scenario start; if no such friendly-Controlled hexes exist, then they may enter anywhere along the north edge of map on/east of hex U1.

ON-MAP SETUP: If RG with an Orange Entry Code are purchased for on-map setup or as Reserve, on CG Day of purchase they may set up in any friendly Perimeter Area hexes providing there is ≥ one friendly-Controlled north-map-edge hex or ≥ one friendly-Controlled non-interdicted Ferry Landing.

UNITS: Elements of the 284th Siberian Rifle Division and 685th Rifle Regiment, 193rd Rifle Division.

DATE AVAILABLE: Available beginning 23 September.

ENTRY AREA: RG with a Brown Entry Code may enter on any north-map-edge hexes that are currently friendly-Controlled and were friendly-Controlled at scenario start; if no such friendly-Controlled hexes exist, then they may enter anywhere along the north edge of map on/east of hex U1. Infantry-type ("I" type) RG [EXC: MOL-P/HW Pltn] may also enter along the east edge in boats (see Russian RG Chart note "b").

ON-MAP SETUP: If RG with a Brown Entry Code are purchased for on-map setup or as Reserve, on CG Day of purchase they may set up in any friendly Perimeter Area hexes providing there is ≥ one friendly-Controlled north-map-edge hex or ≥ one friendly-Controlled non-interdicted Ferry Landing.

GERMAN ENTRY CODES:

UNITS: Elements of Infanterie Regiment 194, I and III Bataillone of Infanterie Regiment 191, Pionier Bataillon 171, Infanterie Division 71 and elements of StuG Abteilung 244.

DATE AVAILABLE: Available beginning 14 September.

ENTRY AREA: RG with a Dark Blue Entry Code may always enter along the west edge on/between hexes that are numbered ≥ 20 and ≤ 50.

ON-MAP SETUP: If RG with a Dark Blue Entry Code are purchased for on-map setup or as Reserve, on CG Day of purchase they may set up in any friendly Perimeter Area hexes that are numbered ≥ 20.

UNITS: Elements of Infanterie Regiment 518, Infanterie Division 295 and elements of StuG Abteilung 245.

DATE AVAILABLE: Available beginning 14 September.

ENTRY AREA: RG with a Green Entry Code may always enter along the west edge on/between hexes that are numbered ≤ 20 as well as any north-map-edge hex on/west of hex Q1 that is currently friendly-Controlled and was friendly-Controlled at scenario start.

ON-MAP SETUP: If RG with a Green Entry Code are purchased for on-map setup or as Reserve, on CG Day of purchase they may set up in any friendly Perimeter Area hexes that are numbered ≤ 20.

UNITS: Elements of Infanterie Regiment 211, II Bataillon of Infanterie Regiment 191, Pionier Bataillon 171, Aufklärungs Abteilung 171, Infanterie Division 71 and elements of StuG Abteilung 244.

DATE AVAILABLE: Available beginning 20 September.

ENTRY AREA: RG with a Purple Entry Code may always enter along the west edge on/between hexes that are numbered ≥ 20 and ≤ 50, as well as any south-map-edge hexes on/west of hex T50 that are currently friendly-Controlled and were friendly-Controlled at scenario start.

ON-MAP SETUP: If RG with a Purple Entry Code are purchased for on-map setup or as Reserve, they may set up in any friendly Perimeter Area hexes that are numbered ≥ 20.

12.6218 RG PURCHASE RECORD: After all RG for the current CG day have been selected (and CPP expended for them), the RG Purchase Record must be updated. In order to record all units/Equipment received in a RG, one line of this sheet must be filled out for each RG purchased (or given in an Initial Scenario OB) in order to keep track of the number purchased thus far in the CG (12.6216). The listing below helps to explain how each column of the RG Purchase Record is intended to be used.

CG Day: The CG Day the RG is purchased (e.g., "14/9" for 14 September).

RG ID: The RG's alphanumeric ID (e.g., "I1" for a Russian Guards Rifle Coy).

Group Type: The RG's name (e.g., "Gds Rifle Coy" for Russian RG I1).

#P (Number Purchased)/EC (Entry Code): The total number of friendly RG of this Group Type purchased thus far during the CG, followed by the Entry Code (e.g., "1/R" for a total of one RG of that Group Type with a Red Entry Code).

#R (Number Remaining): The number of this RG Group Type still available for subsequent purchase in the CG. This number is derived by subtracting the number in that RG's #P column from the number listed in the "Maximum" column (for that RG for that CG) in that side's RG Chart.

Str.: The RG's strength, as determined in RePh step 12.6221-.6224. For each Infantry Coy RG record "RS" for Reinforced Strength, "FS" for Full Strength, "LD" for Lightly Depleted, "MD" for Moderately Depleted or "HD" for Heavily Depleted. For each Infantry Pltn/AFV Pltn/Gun battery record "F" for Full Strength or "D" for Depleted Strength. For an OBA RG record "P", "N" or "S" (for Plentiful, Normal or Scarce, respectively).

# Units: The number of units received in that RG of the Unit Type listed in the respective RG Chart (e.g., "12" for a Full Strength Russian Guards Rifle Coy).

SW/Gun(s) Received: As each SW/Gun for that RG is determined (RePh steps 12.6222-.6224), record the number of each Weapon type received. For a Gun Battery/Section RG simply write each Gun Caliber Size and Barrel Length of each Gun received in any convenient boxes.

Leader(s) Received: As each eligible RG's leaders are determined (RePh step 12.6225-.6227) record the Strength Factor (A10.7) of each Leader received with that RG.

Other: This column may be used to record miscellaneous information, such as an (Offboard) Observer's Location, Pre-Registered hex(es), MOL Capability for that CG day, etc.

On-Bd: If the RG was purchased as an On-map Setup RG, put an "O" in this box; if purchased as a Reserve RG write an "R" here; if purchased as a Dug-In (Russian) AFV Pltn put a "D" in this box.

12.622 RG STRENGTH, WEAPONS & LEADERS

12.6221 INFANTRY & AFV RG STRENGTH:26 Using the Infantry Coy RG Strength Table, each player makes a separate DR for each Infantry Coy RG, and using the Pltn RG Strength table, a separate DR for each Infantry Pltn RG (including HW and MOL-P Pltn) and each AFV Pltn RG he has purchased (as well as each friendly Infantry Coy RG and Infantry/AFV Pltn RG given in an Initial Scenario OB). An Infantry Coy RG Strength is listed as (from left to right respectively): Reinforced Strength/Full Strength/Lightly Depleted Strength/Moderately Depleted Strength/Heavily Depleted Strength. An Infantry/AFV Pltn RG at Full Strength receives the number (of specified units) listed to the left of the "/" in its respective RG Chart and line; a Depleted Infantry/AFV Pltn RG receives the number listed to the right of the "/" (12.6213).

INFANTRY COY RG STRENGTH TABLE
Final DRRG Strength
≤ 2Reinforced Strength
3-6Full Strength
7-8Lightly Depleted†
9-10Moderately Depleted
≥ 11Heavily Depleted†
DRM:
±xFriendly Historical DRM for current CG Day.
-yAs per CG scenario Balance provision in effect.
† The exponent (if any) following a Unit Strength number in a Lightly or Heavily Depleted Coy indicates the number of squads that must undergo ELR Replacement (A19.13).
INFANTRY/AFV PLTN RG STRENGTH TABLE
Final DRRG Strength
≤ 8Full Strength
≥ 9Depleted
DRM:
±xFriendly Historical DRM for current CG Day.
-yAs per CG scenario Balance provision in effect.

12.6222 INFANTRY COY & PLTN SW: To determine the number of SW received by each Infantry Company and Infantry Platoon RG [EXC: for HW & MOL-P Pltn SW see 12.6223], consult the charts below. A Reinforced-Strength or Full-Strength Infantry Company, or Full Strength Infantry Platoon, receives the entire complement of SW listed for it. A (Lightly, Moderately or Heavily) Depleted Infantry Company RG or Depleted Infantry Platoon must have a Secret dr made for each SW listed as available to a Full Strength Infantry Company or Full Strength Infantry Platoon of that same type. On a Final dr of ≤ 4 the SW is in its RG's OB; otherwise it is forfeit. Record each SW received in its appropriate column on the RG Purchase Record on that RG's line.

GERMAN INFANTRY COMPANY/PLATOON SW CHART*
RG TypeHMGMMGLMGATRLt MTRFTDC
Rifle Coy111@11  
Stösstruppe Pltn  1   1
Pionier Pltn  1  12
RUSSIAN INFANTRY COMPANY/PLATOON SW CHART*
RG TypeHMGMMGLMGATRLt MTRFTDC
Gds Rifle Coy112@22  
Gds SMG Pltn  1†   1†
Rifle Coy111@11  
SMG Coy  1@1   
NKVD Militia Coy 1‡1@11‡  
Storm Group Pltn  1  12
Depleted RG SW drm:
+1Moderately Depleted Company RG
+2Heavily Depleted Company RG
Notes:
* Each SW received must set-up/enter possessed by a unit of its respective RG only during the first CG scenario in which its RG participates [EXC: if it is Retained off-map for an entire scenario].
@ A Reinforced Strength Company RG receives one additional LMG.
† For Guards SMG Pltn make a dr; on result of 1-3 a LMG is received, on a 4-6 a DC is received.
‡ For a NKVD Militia Coy make a dr; on a result of 1-3 a MMG is received, on a 4-6 a LtMTR is received.

12.6223 HW & MOL-P PLATOON WEAPONS: A Full-Strength HW/MOL-P Pltn receives all the Weapons and Personnel listed for it in its respective RG Chart. If a HW Platoon is Depleted, make a Secret dr for each such Weapon: an Original dr of ≤ 3 results in that Weapon being received (along with one crew [1-2-7 for a SW; 2-2-8 for a MTR]); if ≥ 4 that Weapon and crew are forfeit. [EXC: At least two Weapons are always received with a HW Pltn RG. If the Platoon's final total is < two Weapons, ignore this result; roll again for each Weapon in the Platoon, until a final total of ≥ two are received after rolling each.] A Depleted MOL-P Platoon receives two Weapons. Each Weapon received by a HW/MOL-P Pltn must set-up/enter possessed by a unit of its respective RG only during the first CG scenario in which it participates. Record each Weapon received in its respective column on the RG Purchase Record.

12.6224 GUN BATTERY & OBA MODULE RG: To determine the Strength of each Gun Battery and each OBA Module RG purchased, make a Secret DR for each on the appropriate table below, applying the appropriate DRM listed in the Historical DRM Chart (12.6182). Record the Strength of the RG in the "STR." column of the RG Purchase Record on that RG's line.

GERMAN OBA TABLE
Final DRAmmo
≤ 4Plentiful
5-8Normal
≥ 9Scarce
RUSSIAN OBA TABLE
Final DRAmmo
≤ 2Plentiful
3-7Normal
≥ 8Scarce
GUN BATTERY TABLE
Final DRStrength
≤ 7Full
≥ 8-1 each type*
Gun Battery and OBA Tables' DRM:
±xFriendly Historical DRM for current CG Day.
-yAs per CG scenario Balance provision in effect.
* A depleted Battery receives one less of each type of Gun listed in its respective RG chart.

12.6225 LEADER DETERMINATION: For each Infantry Company/Platoon [EXC: HW/MOL-P Pltn] RG purchased (or OB-given), make a secret DR on the appropriate table below to determine the number and type(s) of Leaders received for that Company/Platoon. Each Infantry leader must set up/enter stacked with an MMC of his respective RG only during the first CG scenario in which he participates [EXC: if he is Retained off-map for an entire scenario or if he sets up possessing a radio/field phone as per SSR CG6].

PLATOON LEADER TABLE
 GermanRussian@
Final DRLeader ReceivedLeader Received
110-310-3
210-210-2
39-29-2
49-29-1
5-69-18-1
7-88-18-0
98-08-0
108-07-0
117-06+1
≥ 126+1none
DRM:
-1Storm Group Pltn
-1Stösstruppe Pltn
+1Depleted
@ Russian RG must make a dr ≤ 4 in order to roll on this table.
GERMAN COMPANY LEADER TABLE
Final DRLeaders Received†
110-3, 9-1, 8-0
210-2, 9-1, 8-0
310-2, 8-1, 7-0
49-2, 9-1, 8-0
59-2, 8-1, 7-0
69-1, 8-1, 8-0
79-1, 8-1, 7-0
88-1, 8-0, 7-0
99-1, 8-0
108-1, 8-0
118-1, 7-0
128-0, 7-0
≥ 138-0, 6+1
DRM:
-1Reinforced Strength Coy
+1Moderately Depleted Coy
+2Heavily Depleted Coy
† A Reinforced Strength Rifle Company receives an extra 7-0 leader.
RUSSIAN COMPANY LEADER TABLE
Final DRLeader(s) Received*†
≤ 110-3, 9-1, 8-0 {10-0, 9-0, 8+1}
210-2, 8-1 {10-0 x2}
39-2, 9-1 {10-0, 9-0}
49-2, 8-1 {9-0 x2}
59-1, 8-0 {10-0, 8+1}
69-1, 7-0 {9-0, 8+1}
78-1, 8-0 {10-0}
88-0, 7-0 {10-0}
99-1 {9-0}
108-1 {9-0}
118-0 {9-0}
127-0 {8+1}
≥ 136+1 {8+1}
DRM:
-1Guards Rifle Coy
-1Reinforced Strength Coy
+1SMG Coy
+1Lightly Depleted Coy
+2Moderately Depleted Coy
+3Heavily Depleted Coy
* NKVD Militia Coy Leader(s) [i.e., Commissars] are in brackets.
† A Reinforced Strength Guards Rifle Coy or Rifle Coy receives an extra 7-0 leader.

12.6226 COMMISSARS: The normal limit of two Commissars per scenario (A25.22) does not apply. After all Infantry Coy RG have been purchased and all leaders for them have been determined, a number of these new leaders ≤ the number of Infantry Coy RG purchased in the current CG Day's RePh may be exchanged for Commissars [EXC: Commissar exchange is NA if the number of Commissars would currently exceed one per each twelve (FRD) squads (including HS equivalents) in the total Russian OB].

12.6227 ARMOR LEADERS: For each AFV platoon [EXC: leichte FlaK Pltn] received (even if Depleted), that side must make a DR on the following table to determine the crew's quality. Each armor leader received for an AFV platoon must begin each scenario in an AFV of that platoon if possible (and accompanies that platoon if it is Redeployed; 12.6162).

ARMOR LEADER TABLE
Final DRArmor Leader
≤ 210-2
39-2
49-1
58-1
6-11 
≥ 12Inexperienced*
DRM:
-1German
+1Russian
*All AFV of that Platoon have Inexperienced Crews (D3.45).

12.623 PURCHASING FORTIFICATIONS: Fortifications, which are received by spending FPP, may be purchased on each CG Day if the player has the requisite FPP (purchased in RePh step 12.621). All FPP unspent upon the completion of this step are forfeit. As fortifications are selected, the specific type (and strength, if mines) must be recorded on the CG Roster in the "Fortifications" area. However, the actual on-map positioning of Fortifications may be deferred until that side sets up for the next CG scenario.

FORTIFICATION PURCHASE TABLE
Fortification TypeFPP Cost
FoxholeI3/2/11
TrenchI7
A-T DitchR21
A-P Mine1/3 per factor2
A-T Mine3/9 per factor2,3
RoadblockI12
Wire15
PillboxR(a + b + c) x 34
Fortified BuildingFI105
Tunnel30
HIPF,I5/3/2/1/16
"?"F,I17
Booby TrapsR408
Set DC (A23.7)F159
Battalion StrongpointF,I,R3010
1For 3-, 2- and 1-squad capacity, respectively.
2German/Russian FPP cost respectively. Each side may spend ≤ 90 FPP per CG Day on mines. During setup, the strength of friendly-Controlled, pre-existing minefields may be increased by adding extra A-P/A-T mine factors to them (though only in allowed increments and to allowed maximums). Minefields may not be decreased in this manner. Minefield factors purchased on the above Table may never be exchanged for Booby Trap capability/increase (B28.9).
3Includes Daisy Chain.
4Add the Capacity, CA DRM and NCA DRM, and multiply the sum by three.
5Per building Location. A VotG CG Fortified Building Location is never exchangeable for a Tunnel.
6AFV/squad/HS/crew/SMC cost respectively. No more than 10% (FRU) of a side's non-Reserve Infantry squads (plus all SW/SMC set up with them in the same Location) may set up using HIP in a daytime scenario. In a night scenario the Russian may freely set up ≤ 10% of his non-Reserve Infantry squads (plus all SW/SMC set up with them in the same Location) using HIP. Only the Russian may set up AFV using HIP, and must do so as per D9.5; see also Russian RG Chart note "W". Guns, and their manning crew may freely set up using HIP, as per A12.34. Neither side may purchase HIP for Cloaked Reserve units/"?".
7May be used as Dummy Reserve Cloaking counters (12.6214b). See also SSR CG15, 12.4.
8Increases pre-existing Level to next Level (Level C to B; Level B to A). Booby Traps affect all non-Aerial Locations on the VotG map, and are triggered only by appropriate German TC.
9Prior to play, a Retained DC (or a DC granted to an Infantry Company/Platoon setting up on-map) may be set up using HIP in a friendly-Controlled building /rubble/bridge/pillbox/trench Location as a Set DC. Its setup Location must be recorded at that time, as must the ID of the "detonating" Infantry unit. Searching (A12.152) can reveal, and Random SW Destruction can Eliminate, a hidden Set DC.
10See CG11.1b. Cost is 30FPP per each hex the building occupies; this does not include the cost of fortifying the ground-level building Locations, which must be must be purchased separately.
FOnly those Fortifications marked with a "F" may be set up in a Front Line Location. A TC taken in a Front Line Location can still cause a Booby Trap attack in the normal manner.
IThese are the only Fortifications that may be added to an Isolated Location.
ROnly the Russian may purchase this Fortification type.

12.624 RECONNAISSANCE: Each side may now make a Recon dr, provided it first expends the required CPP for this purpose. If Recon can be purchased, that side deducts one (or two, for beneficial drm on its Recon dr) from its current CPP total (presently shown in the CG Roster's "Left" column) and records the new total in the "Start" column of the next CG Day. If a side cannot or opts not to use Recon, its current CPP total is simply copied in the "Start" column of the next CG Day. The number in the "Start" column always shows the side's CPP total at the start of that CG Day.

A Recon Final dr is the number of Locations which the opponent must reveal units and Fortifications (including Fortified Building Locations) in, if in fact he had set up in them. The Recon dr is modified by the following drm based on the reconnoitering side's Majority Squad Type. In a Night scenario, the Russians' Recon Final dr is doubled after all modifications.

drm:
Spent 2 CPP+3
Russian+1
Stealthy+1
Lax -1

The number of Locations that may be reconnoitered on each CG Day is recorded on the CG Roster sheet in the "Recon" column for the current CG Day, as the process of inspection does not occur until all on-map units have been set up for the next CG scenario. See 12.6265 for further information on the effects of Recon.

12.625 INITIATIVE DETERMINATION: Each side selects its Initiative for the present CG Day, either to "Attack" or stand "Idle", representing its desired tactical plans [EXC: if the Russian has chosen to conduct a Counterattack (12.613; 12.6253), then the German is automatically "Idle"].

12.6251 RUSSIAN ATTACK LIMITS: The Russian is allotted a finite number of Attack chits for each CG as follows: CG I: 4 Attack chits; CG II: 5 Attack chits; CG III: 2 Attack chits; CG IV: 8 Attack chits. The Russian may use the Attack chits freely but is limited to one Attack chit per CG Day.

12.6252 PROCEDURE: Each side takes its respective Initiative chit and secretly places it on the playing area, hidden from the opponent's view, with the chit's face-up side displaying the side's choice for the next CG scenario [EXC: if the Russian has chosen to conduct a Counterattack (12.613; 12.6253), a Russian Assault scenario is automatically generated]. The selections are then revealed simultaneously and cross-indexed on the following matrix to determine if a new CG scenario is generated and, if so, what type it will be.

INITIATIVE MATRIX

1 Scenario generated; consult proper scenario type below for further information.

2 No scenario is generated for this Day; repeat RePh steps 12.614-.6253 until the next scenario is generated.

12.6253 SCENARIO TYPES:

Dual Attack: Represents a CG Day when both sides have planned offensive action. Make a dr to determine which side sets up first: if ≤ 3 the Russians do; otherwise the Germans do. The side moving first, however, is not determined until after all setup is complete (RePh step 12.627).

German Assault: On this CG Day the German side is on the offensive. The Russian sets up first, German moves first.

Russian Assault: On this CG day the Russian takes the offensive. The German sets up first; Russian moves first. At the Russian side's option, this CG scenario can be a Night scenario. See 12.6254.

Russian Counterattack:27 On this CG day the Russian attempts to regain the initiative by following a German assault with a counterattack. On any CG day in which a German Assault scenario has been played the Russian has the option of expending an Attack chit to conduct a Russian Counterattack scenario immediately following the German Assault scenario; this will generate a second CG scenario on that same CG Day. The Russian must declare his intent to conduct such an attack in RePh step 12.613, after which the RePh is completed minus the following steps: 12.614, 12.615d, 12.615e, 12.615f, 12.619 and 12.620. At the Russian side's option, this CG scenario can be a Night scenario (see 12.6254). The German is automatically "Idle" for this scenario.

In a Russian Counterattack scenario, during RePh step 12.618 the number of CPP the German receives is halved (FRU); while the Russian may replenish its CPP normally [EXC: if current CG day is the final Day of the CG, the number of CPP the Russian receives is halved (FRU)]. In the RePh step 12.618 immediately following the scenario the number of CPP the Russian receives is halved (FRU), while the German may replenish its CPP normally.

Idle Day: Represents a CG Day in which both sides have chosen to remain relatively inactive, regrouping for the next attack. Repeat RePh steps 12.614-.6253 until the next CG scenario is generated.

12.6254 RUSSIAN NIGHT ASSAULT: If a "Russian Assault" or "Russian Counterattack" CG scenario has been generated, the Russian may declare it to be a Night scenario (E1.). In such a scenario, the Russians are always the Scenario Attacker and the Germans always the Scenario Defender, despite both sides setting up on-/off-map. Reinforcements entering from off-map always have Freedom of Movement (E1.21). Determine the Cloud Cover and initial Base NVR as per E1.11 [EXC: use the historical Moon Phase listing on the Moon column of the CG Roster]. Note that a result of Overcast on the NVR table does not invoke E3.5; Overcast weather does invoke E3.5, and also makes the Cloud Cover Overcast and the Moon Phase irrelevant. In a Night scenario the German ELR is always considered to be one less than the current ELR listed for the current CG Day in the "ELR" column of the CG Roster.

12.6255 VotG CG SCENARIO VICTORY CONDITIONS:28 The following Victory Conditions apply to the pertinent type of CG scenario (as determined in 12.6253) [EXC: see 12.51 regarding Scenario Victory Conditions for CG I scenarios]. However, the Victory Conditions for each CG's Initial Scenario, as well as those for each CG, are given with other information for the respective CG and its Initial Scenario (12.51-12.54).

Dual Attack: The Germans win if at scenario end they have amassed more VP than the Russians. Each side receives Casualty VP, and also receives one VP for each Stone Hex that it currently Controls but that was Controlled by the opponent at scenario start.

German Assault or Russian Assault/Counterattack: The Russian wins any "Assault" scenario if he Controls all Stone Hexes and all existing Ferry Landings. Otherwise the Attacker wins if at scenario end he Controls ≥ 20 (if German) or ≥ 10 (if Russian) more Stone Hexes than he started with or if he has amassed at least twice as many Casualty VP as his opponent.

12.626 WIND & UNIT SETUP

12.6261 WIND: Prior to setup, roll for Wind Force/Direction (B25.63-.64). If a Mild Breeze results and there is ≥ one Blaze on-map (12.6107), place Drifting Smoke counters immediately.

12.6262 ISOLATED UNIT SETUP: The side that sets up first (RePh step 12.6253) sets up all its Isolated Retained units/Equipment (if any), followed by the other side which does likewise (see also 12.4, CG15). In an Isolated Area (12.607), each unit may set up only in the Location in which it ended the previous scenario (as per 12.6081) or ADJACENT to that Location in a friendly-Controlled Strategic Location [EXC: a Gun/AFV in Fortified-Building-Location/Pillbox and immobile/Abandoned vehicle may not be moved]. The Recovery of unpossessed Equipment may be attempted before play begins only if a unit sets up in its Location. For a list of the types of Fortifications that may be added to an Isolated Area see Footnote"I" of the Fortification Purchase Table (12.623). A radio/field-phone may never be set up in an Isolated Location. All isolated units and Weapons suffer Ammunition Shortage (A19.131) [EXC: Captured Weapons; A21.11].

12.6263 AMMUNITION SHORTAGE REMOVAL: When a Good Order Isolated Infantry unit suffering from Ammunition Shortage begins a Friendly Player Turn in the same Location as a friendly Good Order armed Infantry MMC (that is not itself suffering from Ammunition Shortage) whose US# is ≥ that Isolated unit's, its Ammunition Shortage ceases to exist at the end of that Player Turn provided both units become TI and remain in Good Order throughout that Player Turn. A MG's Ammunition Shortage is removed whenever it is possessed by a Good Order, armed MMC not suffering from Ammunition Shortage. All other Weapons suffering from Ammunition Shortage can lose that status only by ending a CG scenario non-Isolated (12.6159). Note that Ammunition Shortage does not apply to the use of a captured Weapon (A21.11).

12.6264 NON-ISOLATED UNIT SETUP: The side setting up first may set up the remainder of its Retained units, Equipment, purchased Fortifications, and on-map setup RG in non-Isolated friendly-Perimeter-Area Locations [EXC: Only those Fortifications marked with the"F" footnote on the 12.623 Fortification Purchase Table may be set up in a friendly Front Line Location]. Retained-units/RG not set up on the map may enter as per SSR CG9 (12.4); those kept completely out of play are still Retained for the next CG scenario [EXC: An AFV Platoon RG is subject to Redeployment (12.6162) if any unit of it has been on the map in any CG scenario]. While setting up units/Equipment, the side also now determines in what specific Locations their Fortifications (12.623) are to be set up in by writing the Locations in the respective boxes on the RG Roster sheet, under "Fortifications". Once the side setting up first has completed its setup, the other side follows the same procedure. Once all setup is complete, the German may remove any TI counter(s) from units that were Interdicting Ferry Landings.

12.6265 RECON INSPECTION: After all setup is complete, each side may declare the Location(s) they wish to reconnoiter (12.624), if any. Each reconned Location must be ≤ four hexes from the nearest friendly-Controlled hex [EXC: in a Night scenario the Russians may reconnoiter Locations that are ≤ eight hexes from the nearest friendly-Controlled hex]. The sides take turns declaring one Location at a time, with the Russians declaring first. "Reconned" hidden units are placed in their setup Locations concealed. The opponent also receives Right of Inspection of those units (A12.16), regardless of enemy LOS. If any hidden Fortifications are in the Location, they must be revealed and placed on-map [EXC: neither tunnels nor the type/strength of mines are revealed (see 12.6083)]. All inspected stacks in Concealment terrain may regain any "?" they previously had, regardless of enemy LOS.

12.627 SCENARIO COMMENCEMENT: Players are now ready to begin the next CG scenario. Both sides announce their current ELR and SAN. If preparing for a Dual Attack scenario (only), determine which side moves first (if preparing to play an Assault scenario, the side setting up second always moves first; 12.6253) by making a dr. If that dr is ≤ 3 the Russians move first; otherwise the Germans do.

GERMAN VEHICLE NOTES: Click here for notes on German Vehicle 88.1 SdKfz 10/5.