Battle For Moscow Expansion-Rules
Battle For Moscow Expansion-Rules
Battle For Moscow Expansion-Rules
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● 1 Player Aid set up map and game notes 8. Russian (Special) Rail Movement Phase.
Battle for ● 1 Rules booklet All Russian Mechanized Cavalry and
Moscow [3.2] Game Charts & Tables: The left side
of the Expansion Kit Player Aid mat is placed
Reserve units (only) can move again
(including those that moved in Phase 6).
Expansion on top of the right side of the Battle for Administrative
Moscow mat such that the Expansion Kit
Kit: Game Turn Track completely blocks out the
9. Housekeeping Phase.
A. Stavka Segment: The Russian Player
Winter Counteroffensive Basic Game’s Turn Track.
check the Stavka HQ unit’s LOC and
[3.3] The Playing Pieces: The following new decides whether to change its posture.
Table of Contents unit types are included:
B. Game Turn Marker Segment:
[1.0] INTRODUCTION............................ 1 Unit Type Symbols Advance the Game Turn marker or, if the
[3.0] GAME EQUIPMENT ...................... 1
last turn was played, stop and determine
[4.0] SEQUENCE OF PLAY..................... 1 the winner.
[5.0] HOW TO WIN ............................... 1 C. Variable Weather Segment: If the
[6.0] SETTING UP THE GAME ............... 1 Airborne Mechanized Stavka
Game Turn marker was just advanced
[8.0] MOVEMENT ................................. 2 Cavalry
into a variable weather turn, the German
[9.0] COMBAT ...................................... 3 Unlike all other combat units in the game player rolls a die to determine that turn’s
[10.0] REPLACEMENTS ........................ 3 which have two sides, the Russian airborne weather.
[11.0] REINFORCEMENTS..................... 3 corps has only a single full-strength (front)
[12.0] WEATHER .................................. 3 side; the back of these units is blank, denoting [5.0] HOW TO WIN
the fact that these units have no reduced- Victory is determined primarily through the
[16.0] STAVKA HEADQUARTERS .......... 3
strength (back). control of cities, regardless of their “in com-
[17.0] AIRBORNE OPERATIONS ............ 4
The Russian Stavka unit is a special munication” status (see Rule 10.0).
[18.0] STALIN ....................................... 4
headquarters with no Combat Strength. [5.1] The Winter Counteroffensive scenario
[0.0] USING THESE RULES [4.0] SEQUENCE OF PLAY (see 6.0) is won as follows:
The Battle for Moscow Expansion Kit The Russian Player wins if he controls
Game Length: There are fourteen Game
integrates with the Basic Game Rules Moscow and six or more Victory Points
Turns in the expanded Battle for Moscow (VPs). The Russians gain one VP for every
numbering system and supplementing those
rules. If there is a conflict between the two game. Alternately, players may choose to play other (besides Moscow) Russian controlled
rules sets, the Expansion Kit rules take an abbreviated game of just the last seven city on the map and destroyed (not merely
precedence. Game Turns (Turns 8-14) covering only the reduced) Panzer corps at the game’s end.
Russian Winter Counteroffensive.
The German Player wins if he controls
[1.0] INTRODUCTION How the New Sequence of Play Works: The Moscow and it is “in Communication” (see
In a desperate attempt to capture Moscow by first four Phases of each turn (i.e., the German
10.0) -OR- if, at the end of the game, the
the end of 1941, the Germans launched a final Player Turn and the Russian Replacement
Germans score at least six VPs. The
attack on the city called Operation Typhoon. Phase of the Russian Player Turn) are
Germans gain one VP for every German
When their offensive finally ground to a halt unchanged.
controlled city on the map (including
just short of their goal, the Germans assumed The next three Phases can differ depending on Moscow, not in Communication) and lose
the Soviets had similarly run out of reserves – the Russian’s posture, shown by which side one VP per destroyed (not merely reduced)
they were wrong. of the Stavka Headquarters unit, if in play, is Panzer corps at the game’s end.
The Soviet counteroffensive initially up (either Attack or Build Up).
Any other result is a Draw.
succeeded in pushing the Germans back from While in Build Up posture, the
[5.2] The Campaign Game ends immediately
Moscow, liberating both Kalinin and Kaluga. Russian Player Turn’s Phases 6, 7
if either player achieves an Automatic
But when Hitler insisted on a “hold at all and 8 are unchanged (i.e., Special
“Decisive” Victory, defined as follows:
costs” strategy, the Russians were stopped by Movement, Combat, and then
a stubborn defense in front of Rzhev. Regular Movement). The German Player wins an
This expansion kit adds two new scenarios. Automatic Victory the
While in Attack posture, the two
The first is a Campaign Game extending the instant a German unit enters
Russian Movement Phases are
play to early March, 1942, when the Spring Moscow if the Stalin marker
reversed (i.e., Regular Movement,
thaw turned the countryside into a quagmire resides there (see 18.1).
Combat, and then Special Movement)
and brought the Soviet counteroffensive to a Also, two more activities are performed The Russian Player wins an Automatic
halt. The second scenario begins where during the Housekeeping Phase: the Russian Victory at the end of any Game Turn if his
Operation Typhoon ended and the Russians Army’s posture for the next turn and rolling forces control every city on the map -OR-
begin their own offensive. for next turn’s weather. at the end of Game Turn 11 if the German
Player has not placed the High Tide token.
[3.0] GAME EQUIPMENT Procedure
End Game Victory: If neither player
Parts Inventory Russian Player Turn (Attack posture) achieves an Automatic Victory, play
This expansion kit adds the following: 6. Russian Movement Phase. All Russian continues through Game Turn 14. The winner
● Eight 5/8” square pieces
units may move. is determined by comparing the Russian’s VP
7. Russian Combat Phase. All Russian units score to the box the High Tide token resides
● 1 plastic High Tide token
may attack. in on the Campaign Game Victory Meter.
● 1 Player Aid mat overlay/extension