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DS Rulebook July 2023 Living Rules E

donnerschiag living rule 2023

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alwu1981
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© © All Rights Reserved
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0% found this document useful (0 votes)
42 views28 pages

DS Rulebook July 2023 Living Rules E

donnerschiag living rule 2023

Uploaded by

alwu1981
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 28

A game by Patrick Gebhardt & Pepito Sbazzeguti

R U L E B O O K
J U LY 2 0 2 3
TA B L E O F C O N T E N T S
© 2023
1. INTRODUCTION 1
Donnerschlag - Escape from
1.1 Historical Context 1
Stalingrad is manufactured
1.2 Scale 1 and distributed by VUCA
1.3 The Game 1 Simulations, a brand of
2. COMPONENTS 1 Bruncken & Gebhardt GmbH.
2.1 The Map 1 All Rights Reserved.
2.2 Units 1
2.3 Markers 2 Credits
2.4 Cards 2
2.5 Player Aid and Setup Display 3 Designers
3. CONCEPTS 3 Patrick Gebhardt
3.1 Steps 3 Pepito Sbazzeguti
3.2 Replacements 3 Developer & Art Director
3.3 Reinforcements 3 P. Gebhardt
3.4 Stacking 4 Graphic Artists
3.5 Zones of Control (ZOCs and EZOCs) 4 P. Bazerque
3.6 Supply 4 G. Chiesa
3.7 Roads 5 Rules Editor
3.8 OKH and STAVKA Boxes 5 J. Bruncken
3.9 High Command 5
3.10 Schlachtenglück Marker 5
Special thanks to
3.11 Fog of War 5
(in no particular order)
4. SET-UP 6 Miguel Conceição
5. SEQUENCE OF PLAY 6 Dave Deitch
Daniel Frings
5.1 The Admin Phase 6
Michael Kirk
5.2 The Action Phase 6
Hannes Sperka
6. ACTIVATION CARDS 7 Martin Spetz
6.1 Unit Activation 7 and last but not least:
6.2 Axis Activation Cards 8 Sven “The boy” Weiser
6.3 Soviet Activation Cards 9 Special thanks to Augusto Cruz
7. MOVEMENT 9 for his tireless commitment!
7.1 General Rule 9
7.2 Exceptions 9
7.3 HQ Overruns 10
8. COMBAT 10
8.1 Combat Principles 10
8.2 Combat Procedure 10
8.3 Column Shifts and DRMs 11
8.4 Combat Outcomes 12
9. DONNERSCHLAG 14
9.1 Calling Out Donnerschlag 14
9.2 Victory Condition 14
9.3 Turn 8 Special Rules 14
10. HISTORICAL NOTES 14
11. DESIGNER NOTES 18
12. COMBAT CARDS CLARIFICATIONS 18
12.1 General Clarifications 18
12.2 Card Specific Clarifications 19

This version of Donnerschlag rules has been extensively rewritten.


If you are familiar with the previous version of the rules, we recommend
downloading the errata to the original printed rules.
Formatting
You can find additional
ƒƒ Useful notes and additional information about the rules are styled this way. information about our games,
! Exceptions to the rules are styled this way. and helpful materials on:
Important Clarifications and Errata are formatted in this way.
vucasims.com
Errata and Corrigenda of the previous Errata are formatted in this way.
1. I N T R O D U C T I O N ɈɈ Terrain features are explained in 3.7, 7.2, and 8.3.
ɈɈ Supply map edges are marked with dark orange/red for So-
1.1 Historical Context viets, and field gray for the Axis (3.6).
From December 12 to December 23 in 1942, "Unternehmen
Wintergewitter" was in progress. This was the code name for ɈɈ At the top of the map there are the following features:
a relief attack by Heeresgruppe Don to free the trapped 6th ɈɈ The turn track (5.0). Some boxes of the turn track are paint-
Army in Stalingrad. The Axis formations entered with 50,000 ed in a player color as a reminder that Reinforcements of
men and 250 tanks, while the strength of the Soviet formations that player will enter that turn. In addition the following
was reported to be about three times that. errata applies. “Reshuffle Cards” should point to turn 4
For the enterprise to have any chance of success, the troops instead of being between turn 3 and 4 and it should say
in the encirclement had to break out and meet the advancing instead: “Add Late cards together with the discard piles to
Axis troops. The breakout had to be precisely coordinated with form new draw decks.” “Reshuffle Late Cards” should point
the advance of the relief troops and was to commence on the to both turn 7 and turn 8, instead of being in between and
cue “Donnerschlag”. The breakout was never ordered and the it should say instead: “Reshuffle discarded Combat Cards
troops in Stalingrad were never able to be relieved. This sealed to form new draw decks.”
their fate. ɈɈ 3 marker spaces for each side, 2 denoting current Hand
Players will be recreating this episode, with the Axis side at- Limit for each type of card (2.4), and 1 for the Schlachten-
tempting to secretly establish and reach a meeting point, thus glück marker (3.10).
effectively freeing the 6th Army, while the Soviet will try to ɈɈ The Donnerschlag Advance Track, which will track how
impede such outcome. many turns have passed since the Axis player called Don-
nerschlag (9.1).
1.2 Scale ɈɈ 3 spaces for the Axis Player to secretly place the meeting
One hex equals 4 km. One turn equals 2–3 days. A game lasts, zone markers once Donnerschlag is called (9.1).
at most, 8 turns. Units are mostly Brigades & Regiments for
ɈɈ The OKH and STAVKA box (3.8), which is used by players
the Soviets and Romanians, Battalions & Abteilungen for the
to optionally commit one Combat Card each turn in order
Germans.
to guarantee its effect.
1.3 The Game ɈɈ 4 card spaces for each player (2.4). Activation Draw Deck,
In Donnerschlag players will activate units to move and combat Combat Draw Deck, Discard Pile, and the Combat Card Re-
through the use of cards (6.0). In each turn each player will draw moved Pile (this box can be repurposed to ease the gameplay
5 or 6 activation cards, which they will play in an alternating as described in 5.2, Activation Segments, Bullet Point 4).
fashion (5.2). Each activation card allows the activation of a
subset of units. 2.2 Units
There are no victory points in Donnerschlag. During the first Units are organized and colored by formation:
four turns of the game the Axis player will secretly commit to Axis Units
one of the areas on the map: A, B, or C, by calling Donnerschlag! Parent Symbol Formation HQs
(9.1) The Axis player wins if they have units on the chosen area
exactly on the 4th turn (and sometimes on the 5th turn) after LVII Panzer 6th Panzer Division 1
they have called Donnerschlag. Otherwise the Soviet Player Corps 17th Panzer Division 1
wins (9.2). (German) 23rd Panzer Division 1

2 . C O M P O N E N TS VI & VII VI
1st Infantry Division
The game includes: 2nd Infantry Division
Corps 18th Infantry Division
2
ɈɈ 1 rulebook (Romanian) 4th Infantry Division
VII
ɈɈ 1, 55cm x 87cm mounted map (2.1), Gr. Popescu 5th Cavalry Division
GP 1
ɈɈ 234, 15mm counters in 2 counter sheets (2.2, 2.3) (Romanian) 8th Cavalry Division
ɈɈ 2 player aid charts (2.5); Soviet Units
ɈɈ 2 setup display charts (2.5); Parent Symbol Formation HQs
ɈɈ 126, 58mm x 88mm cards (2.4, 6.2, 6.3); 1G 1st Guards Rifle Corps

ɈɈ 2, 6-sided dice; 2GM 2nd Guards Mech Corps

ɈɈ 1 box + 1 lid (23cm x 31cm x 5cm). 6M 6th Mechanized Corps


You will need 3 cups (or equivalent) to randomize the draw of 2nd 7T 7th Tank Corps
counters (3.3). Guards 13G 1
13th Guards Rifle Corps
Army
2.1 The Map 38 38th Rifle Division

ɈɈ The game map represents the area of the Soviet Union to 87 87th Rifle Division
the south of Stalingrad where Unternehmen Wintergewitter 300 300th Rifle Division
took place. 4C 4th Cavalry Corps
ɈɈ A pattern of numbered hexagons (referred to as hexes) over- 4M 4th Mechanized Corps
lays the map to facilitate the placement and movement of the
game pieces called units (represented by counters). 13T 13th Tank Corps
51st 91 91st Rifle Division
ɈɈ Units may not leave the hex portion of the map, unless elim- 1
Army
inated. 126 126th Rifle Division
ɈɈ Arrows on hexes 0810, 0914, 2124, and 4607 represent the 302 302nd Rifle Division
entry points of Reinforcements (3.3).
None Independent Units
1
Each formation is composed of several units. Each unit is repre- 2.3 Markers
sented by a counter. There are 4 types of units in Donnerschlag: 3
types of Combat Units (Infantry, Motorized Infantry, and Tanks), Turn Marker x1 HQ Overrun
Enter: Setup Markers x2
and Headquarters (HQs). Combat Units represent the military Rules: 5.2 (1 each)
forces that took part in the historical campaign, while HQs rep- Enter: Axis
resent the high-echelon formations. During the game, HQ’s will Movement
SNAFU Markers Rules: 7.3
exert a command radius to activate Combat Units (6.1). S oviet x3, Axis x1
Combat Units Enter: Setup Out of Supply
Unit ID Rules: 3.3 Markers x10
Formation (not limited)
Steps Enter: OOS checks
Color
Nationality Col- Rules: 3.6, 5.2
Unit Symbol Color Code
or (Axis only) (Soviet Only) Card Limit Schwerpunkt
Combat Movement Army Color Markers Marker x1
Strength Points (MPs) (Soviet Only) x4 (1 each) Enter: Card Play
Formation Enter: Setup Rules: Card C33,
Symbol Rules:2.4, 5.1, 5.2 6.1
HQ's Cards:C34, C35,
Formation Name C57, C62, C75, Yak-9
Color Nationality C76 Markers x7
(Axis Only) Enter: Card Play
Color
Free Stacking HQ Symbol Rules: Card C74
(Axis only)
Symbol (3.4)
Movement Army Color Schlachten- No Movement
Points (MPs) (Soviet Only) glück Marker Marker x1
Command Formation Only for Aesthetics Enter: Setup Enter: Card Play
Range Symbol (Soviet Only) Rules: 3.10 Rules: Cards C40,
C67
Unit types are identified by the Unit Symbol:
ɈɈ All units with an Infantry or Cavalry Symbols are considered Meeting Zone x1. This marker
Infantry Units for game purposes. Markers  is not used. It
x1 M. Zone, was from an
ɈɈ All units with a Motorized Infantry, Mechanized Infantry, x2 Dummy earlier version
or Recon symbols are considered Motorized Infantry Units of the game and
for game purposes. was printed by
Donnerschlag mistake.
ɈɈ All units with an armored vehicle silhouette are considered Marker x1
Tank Units for game purposes. Enter: Turns 1-4  21. These mark-
x
Rules:5.2, 9.1, ers are to be used
ɈɈ All units with an HQ symbol are considered HQ Units for with a different
9.2
game purposes. game: Operation
Theseus. They
There are more Unit Symbols than unit types purely for his- Snowdrift are not needed
torical reasons. Markers x2 to play the game
Enter: Card Play but enhance the
Rules: Card C52 experience.

2.4 Cards
Donnerschlag contains 126 cards (58mm x 88mm): 48 Activa-
Infantry Motorized Inf. Tank HQ tion Cards and 78 Combat Cards. Activation Cards and Combat
Cards are numbered from 1 to 48 and 1 to 78, respectively. The
Motorized Division
Infantry notation used in this manual to refer to Combat Cards will prefix
Infantry HQ
the number of the card with a C (e.g. Card C30 means Combat
Mechanized Corps Card 30). There is no need for a notation for Activation Cards.
Cavalry HQ
Infantry
Cards can be also divided according to player (Axis cards have
Army gray backs, while Soviet cards have light red backs), and peri-
Recon 51A
HQ od (Late or Early). These 3 divisions (Activation/Combat, Axis/
Soviet, Early/Late) are used to build 8 distinct decks.
Activation Cards
Combat Strength values are only present in Combat Units. Infan-
Soviet Player Axis Player
try, Motorized Infantry, and Tanks have Combat Strength values
with a white, yellow, and yellow/orange background, respectively Early/Late Early/Late
(with the exception of Recon Units which have a white back- Deck Deck
ground). These are reminders of Combat bonuses (8.3). HQ’s do Activation Formation
not have Combat Strength. Instead they have Command Range Options Symbol
values, which feature a black background as a reminder (6.1). (Soviet only) (Axis only)
Infantry, Motorized Infantry, and Tanks, have MP’s with a white, Color Code Formation
yellow, and orange background color respectively. These are Restriction Color
reminders of specific Movement rules (7.2). HQs also have MP’s (Soviet only) (Axis only)
with a white background. Note that Soviet HQ’s have 0 MPs and Activation Formation
do not start on the map. They enter the map (and relocate) Instructions Name
through card play (C55, C56, and C69). (Soviet only) (Axis only)
Card Number Card
Some units have a dot after their identifier. This is a misprint
Number
and has no meaning.

2 D ONNERSCHL AG - Escape from Stalingrad - July 2023


Activation Cards are used to activate units on the map in order 3. C O N C E P TS
to perform Movement and Combat. Each player starts the game
with a hand limit of 5 Activation Cards (during the game this 3.1 Steps
can be increased to 6 Activation Cards with Cards C34, C75). Steps represent the number of states a unit can be in, between
Each turn, players will draw cards up to their hand limit (5.1), being full strength and being eliminated. In Donnerschlag units
and then play 1 card at a time (5.2) alternating between them are either 1 or 2 Step-Units. A 2 Step-Unit that suffers a step loss
until all drawn Activation Cards have been played. See 6.0 for will become a reduced 1 Step-Unit (flip the counter). Any 1 Step-
instructions regarding which units each card activates. Unit (full strength or reduced) that suffers a step loss is elimi-
nated (take the counter out of the map). To easily differentiate
Combat Cards between reduced and full strength 1 Step-Units, reduced units
Soviet Player Axis Player feature a horizontal white ribbon. The color of the dots indi-
cating the current amount of steps is red if the unit has 2 steps
Card Name
Early/Late Deck
remaining or black if the unit has 1 step remaining.

General Event 2-Step units 1-Step units


Playing Window Step Step Step
Duration Loss Loss Loss
Effect
Discard/Remove Eliminated
(Remove
Tactical Event Flip from map)
Success Check Counter
Full Reduced Full
Strength Strength Strength
Card Number
3.2 Replacements
Combat Cards are used to provide a layer of uncertainty by Replacements allow Combat Units to recover lost steps. Re-
giving players various bonuses and effects. Each player starts placements are triggered by the play of Combat Cards (C10,
the game with a hand limit of 5 Activation Cards (during the C11, C20, C39, C68). Units at full strength are not eligible for
game this can be increased to 6 Activation Cards with Cards Replacements. For each Replacement step either:
C35, C76). Each turn, players will draw Combat Cards up to their ɈɈ Flip one reduced unit counter to its full strength side (even
hand limit (5.1). Players can keep up to 1 Combat Card between in EZOC),
turns (this card counts against the hand limit).
ɈɈ Bring back into play a previously eliminated unit at 1 step
Players must choose between playing a Combat Card for its strength (full or reduced). The unit must be placed:
General Event or for its Tactical Event, but not both. Each event
ɈɈ Stacked with or adjacent to a Friendly Unit in Supply (3.6);
has a playing window denoting when it can be played. Events
cannot be played outside their playing window, but multiple ɈɈ Respecting stacking limits (3.4);
events can be played within the same playing window. Some ɈɈ Cannot overrun a lone enemy HQ (7.3).
events require a success check by rolling 1d6. The check is made If a Stug Combat Unit (4.0) is brought back into play after being
after playing the card and declaring targets if applicable, but eliminated it must attach to the same formation it was attached
before resolving its effect: previously.
ɈɈ If your result is higher than what the success check shows, If an Axis Combat Unit is brought into play that has had their for-
you failed the check. Discard the card without performing mation HQ eliminated (7.3) the unit enters the map stacked with
its effect. their HQ in the same manner as a Turn Reinforcement Unit.
ɈɈ If your result is equal or lower than what the success check
shows, you passed. Perform the effect. Then discard the card 3.3 Reinforcements
if it was played for its tactical event, or remove it permanently Reinforcements allow new units to enter the game. There are
from the game if it was played for its general event (discarded two types of Reinforcements.
cards will cycle into their draw pile in Turn 4 and in Turn 7 Turn Reinforcements
or 8, while removed cards will not). In turns 2, 3, 6, and 7 for the Soviet Player, and turn 4 for the
ɈɈ If there is no success check, the event is an automatic suc- Axis Player new units will enter the map according to the Setup
cess. Follow the same procedure above, as if you passed the Display (see section 2.5. Player Aid and Set-up Display for errata
success check. regarding the Setup Display). Units enter one at a time in any
See 12.0 for more information on events. order, and will travel an unlimited number of hexes by following
an unbroken path of roads (3.7), without entering any EZOC
2.5 Player Aid and Setup Display hexes or hexes occupied by Enemy Units, and finish respecting
Each player has access to a Player Aid and a Setup Display. stacking limits. In the case that there is not enough space to
Make sure to download the errata player aid sheet from: allow all Units to enter the map (e.g. by EZOC blocks), as many
units as possible must enter. The remaining units will attempt
https://vucasims.com/pages/downloads. to enter in the following turns, until they are able to enter.
Ad Hoc Reinforcements
As part of setup, 3 opaque cups should contain the following
units and markers (the opaque cups are used to perform a blind
draw, and as such do not need to be, strictly speaking, cups. You
can use any other method such as a bag as long as it produces
a blind draw):

3
Soviet Ad Hoc Soviet Ad Hoc
Alarmgruppe
Infantry Tanks

x12 x8 x4

x1 x2 x1
Free-Stacking Icon
Units shown in the image are just examples, not all units are equal. (Alarmgruppe & Schwerpunkt)

All 3 types of Ad Hoc Reinforcements can enter play through 3.5 Zones of Control (ZOCs and EZOCs)
Combat Cards (e.g. C6, C47, C55). In addition Alarmgruppe and Every Combat Unit exerts a Zone of Control (ZOC) into the six
Soviet Ad Hoc Infantry can enter play as a result of Combat (8.4). hexes surrounding it (HQ’s are not Combat Units and as such
When instructed to add one Ad Hoc Reinforcement, blindly do not exert ZOCs). Treat each hex as a single ZOC, so the unit
draw one counter from the respective cup: can exert at a maximum, six ZOCs, each 1 hex in size.
ɈɈ If it is a SNAFU marker, return the marker to the cup. Do not
add a unit to the map.
! The only exception is that ZOCs do not extend across river hex
sides (with or without a bridge).
ɈɈ If it is a unit, place it on the map on its full strength side
according to the following conditions: A ZOC of an Enemy Unit is called an EZOC (Enemy Zone of
Control). EZOCs affect Supply (3.6), Movement (7.2), Retreat
ɈɈ Stacked with or adjacent to a Friendly Unit in Supply (3.6);
(8.4), and Reinforcements (3.3).
ɈɈ Not in an EZOC (3.5);
Two or more ZOCs overlapping in the same hex have no addi-
ɈɈ Respecting stacking limits (3.4), tional effect. An hex can be under the influence of ZOCs of both
ɈɈ Cannot overrun a lone enemy HQ (7.3). players simultaneously. With the exception of Supply (3.3) a
Eliminated Ad Hoc Reinforcements are returned to their re- Friendly Unit in an EZOC hex does not cancel its effects.
spective cups. As such they are not eligible for replacements.
Players are allowed to check the composition of each cup at any
moment (except when blindly drawing a counter). If a cup has
no units, it is impossible to bring Reinforcements of that type
until a unit is eliminated and added back into the cup.

! Alarmgruppe Units do not belong to a formation, and cannot


be activated (cannot move and/or attack, are never Out of
Supply (3.6), but can retreat as a result of Combat). These
units can only be used for defense (Combat Strength printed
in gray is a reminder). They do not count against the stacking
limit (3.4). Soviet Ad Hoc Reinforcements belong to both
armies and have two background colors as a reminder.

3.4 Stacking
Two or more Friendly Units in the same hex constitute a stack.
A maximum of 2 Combat Units (full or reduced), together with 166/98/1G only exerts a ZOC in 3014 and 3015. ZOCs
a maximum of 1 HQ Unit, can occupy a hex. Axis Alarmgruppe cannot cross river hexsides.
Units and the Schwerpunkt Marker do not count against the 6. Pz. does not exert a ZOC because it is an HQ unit.
stacking limit, and are marked with a special icon (HQ’s are 54/6M exerts a ZOC in 3015, 2915, 2916, 3017, and 3116,
printed with the icon by mistake, please ignore it). Axis Units but not in 3115 because of the river.
can never stack with Soviet Units in the same hex and vice-versa.
German Units can stack with Romanian units and vice-versa. The StuG unit exerts a ZOC in 2916, 2917, 3018, 3117,
3116, and 3016.
The stacking limit is enforced at the following instances:
ɈɈ At the end of (but not during) each Turn Reinforcement Unit
entry (3.3), 3.6 Supply
ɈɈ The moment Ad Hoc Reinforcements units or Replacement A unit is out of Supply (OoS) if it has an OoS marker, otherwise
Units are added to the map (3.2, 3.3). it is in Supply.
ɈɈ At the end (but not during) each unit: Movement (7.1), Retreat A unit receives an OoS marker when all the following condi-
(8.4), or Advance After Combat (8.4). tions apply:
ɈɈ The unit is performing an OoS check, which occurs after
being activated, but before starting its Movement (see 5.2);
ɈɈ The unit does not already have an OoS marker;
ɈɈ The unit cannot trace a Supply Line. A Supply Line is a series
of connected hexes of any length starting from the unit and
ending in a friendly Supply map edge (2.1). A Supply Line
cannot cross river hex sides unless there is a bridge, cannot

4 D ONNERSCHL AG - Escape from Stalingrad - July 2023


pass through Enemy Units, and cannot pass through EZOC 3.8 OKH and STAVKA Boxes
hexes unless those hexes contain at least one Friendly Unit Each player has a box on the board, called OKH for the Axis
(including HQs)—check each hex individually. Player and STAVKA for the Soviet Player. In the Admin Phase,
A unit removes its OoS marker when all the following condi- each player has the option to place one Combat Card from their
tions apply: hand, face down in the respective box. Each box holds one card
ɈɈ The unit has an OoS marker; maximum (with the exception of cards C57 + C62 and C60 + C63).

ɈɈ The unit can trace a Supply Line (see definition above); Cards in the OKH/STAVKA box can be played as normal for
one of the events within the corresponding playing window
ɈɈ The unit is not Active (5.2). (including during the Admin Phase, 5.1). When played, they will
This means a unit that fails the OoS check at the start of its Ac- automatically pass their success check and are immune to the
tivation will remain OoS during the whole Activation Segment general event effect of the card “No one answers the phone”,
(Movement and Combat). After the Combat Phase ends, unit which cancels the play of a card after a successful check (C30,
Activation also ends which means units can regain Supply the C38, C44, C66).
moment they can trace a Supply Line. This can be immediately Cards in the OKH/STAVKA box are not part of the hand and thus
after the Combat Phase, or at any moment later in the game do not count against the hand limit of Combat Cards, both when
(including during the opponent’s Activation Segment). checking the hand limit at the end of a turn, as well as when drawing
OoS Combat Units have their Combat Strength and Movement Combat Cards up to the hand limit at the beginning of a turn. If the
points halved, and are not eligible for the Tank Combat Bonus card in the box ends the turn unplayed, the player can either return
or the Combined Arms Combat Bonus (both attacking and de- it to their hand (to have space for a new card next turn), or keep it
fending). OoS Combat Units still exert a ZOC. OoS HQ’s have their in the respective box for next turn (but will not be able to play a
MPs halved, but their command range remains unchanged. new card next turn, with the exception of C57 + C62 and C60 + C63).
Do not round numbers to the nearest integer. When moving (7.1) the
unit must have enough MPs to move (e.g. unit has 1,5MPs and spends 3.9 High Command
1MP to move, leaving 0,5MPs remaining). When in Combat (8.2), High Command allows a player to choose a Combat Card be-
calculate the Combat Ratio without rounding (e.g. 4/1,5 = 2:1 ratio). fore they draw their hand. This card counts against the Combat
Card limit. It is only available in specific turns and subject to
3.7 Roads restrictions.
All minor roads, major roads, and rail- Minor Road ɈɈ Turn 1 - Players choose a Combat Card from the Early Deck.
roads are considered “roads”. They all ɈɈ Turn 4 - Players choose a Combat Card from the Late Deck.
Major Road
have the same effects on game play. They
are differentiated on the map for purely Railroad ɈɈ Turn 8 - Players choose a Combat Card from the draw deck
historical reasons. or discard pile (removed cards are not eligible).

Note that the bridge connecting hexes 3112 and 3212 is the only
3.10 Schlachtenglück Marker
bridge not connected by roads. All other bridges are connected
The marker starts the game under the ownership of
by roads on both sides.
the Axis Player. The marker exchanges owners (flip
An unbroken path of roads is defined as tracing a continuous it and place it to the box of your opponent) when:
line on top of any road(s). This path is not broken by minor
ɈɈ It is used;
villages, train stations, towns, cities, bridges, or changing the
road type. Cities connect all roads that enter the hex. ɈɈ At the end of the Admin Phase of each turn (5.1),
if it is owned by the Soviet Player it returns to the
Axis player possession.
This marker can be used in one of two ways by the
current owner:
ɈɈ The owning player may re-roll one of their die-rolls (not the
opponent’s), and must keep the new result.
ɈɈ After the card draw at the start of the turn (5.1), the own-
ing player may exchange one card from their hand with a
card from the respective draw deck (Activation Card deck or
Combat Card deck). The player can look at the cards in the
deck and choose the one to keep. The card that was used in
the exchange returns to the draw deck (do not discard the
card). The draw deck is then reshuffled. This ability can only
be used once per turn per player. Both players can use the
ability in the same turn, one immediately after the other.

3.11 Fog of War


Cards in the draw piles are kept secret from both players. Units
1810-1709-1609-1708-1608 is an unbroken path. and Markers in the cups at the moment of a blind draw are also
1810-1709-1609-1608 is a broken path as there is no kept secret from both players.
road connecting 1609 and 1608. Cards in hand or in the STAVKA/OKH box are kept secret from
1810-1709-1708-1608 is a broken path as it requires the opposing player. After the Axis player has called out “Don-
jumping between roads in 1708. nerschlag!”, the selected Meeting Zone remains secret for the
Soviet Player (but see Card C73).
1810-1709-1610-1510-1509-1609-1708-1608 is an unbro-
ken path. However, there is no “fog of war” for units on the map. (You
and God can see them quite plainly). Cards in the discard piles,
or removed from the game, are also public information. The

5
units and markers in the cups can also be checked by any player 4. Players draw Combat Cards up to their Combat Card limit
except when performing a blind draw. (cards left in the OKH/STAVKA box from the previous turn
are not part of the hand), and Activation Cards up to their
4. SET-UP Activation Card limit. In turn 4 there won’t be enough cards
1. Place the map on the table. Give each player a Player Aid. to replenish the hand. Draw the remaining Combat and Acti-
2. Decide which side each player will play. If undecided, the vation Cards. Then each player takes all Combat Cards from
player closest to Stalingrad (Volgograd) plays the Soviet side. their discard (but not those removed from the game), shuf-
If playing the game in Volgograd, the player closest to Ber- fles them together with their Late Combat Cards, and places
lin plays the Axis side. Give each player the Setup Display them face down in the respective box on the board to form
corresponding to the side they will play. a new Combat Draw Pile. Perform the same steps for the
3. Each Tank Unit has two counters, each with a distinct art Activation Cards to form a new Activation draw pile. Then
style. Choose one set of counters, and return the other set continue to draw cards from these newly formed draw piles
to the box. They won’t be used in the game. up to the hand limit. In turn 8 do not draw Activation Cards
(9.3). In turn 7 or 8 there might not be enough Combat Cards
to replenish the hand. Draw the remaining Combat Cards,
then reshuffle the Combat discard pile to form a new draw
pile. Continue drawing until the hand limit.
5. The Schlachtenglück marker may be used to exchange cards
4. Place all units on the map according to the Setup Display at this moment (3.10). Each player can use it for this purpose
(see section 2.5. Player Aid and Set-up Display for errata once per turn.
regarding the Setup Display). Do not place the Turn Rein- 6. Players may choose one Combat Card from their hand to
forcements on the map (they will enter on the specified place in the STAVKA/OKH box (3.8).
turns). Note that some units start reduced. You can place 7. The Axis Player may declare Donnerschlag! (9.1) If declared,
units directly onto the map, or place them all on top of the the Axis player places the Donnerschlag marker on the Don-
setup display and then onto the map. nerschlag Advance track in space 0, and secretly places the
5. The Axis player must attach each StuG meeting zone markers (the Soviet player must not be able
Unit to an existing formation (same to differentiate the meeting zone marker from the dummy
or different). They will remain at- markers). If it is turn 4 and Donnershlag! has not been de-
tached to the selected formation(s) clared, it must be declared.
for the entire game. Place them 8. Return the Schlachtenglück marker to the Axis Player if it is
stacked with any Axis Unit of the formation they will be at- owned by the Soviet Player (3.10).
tached to, respecting stacking limits. There are 2 StuG Units.
Note: in case one StuG Unit is eliminated, place the counter 5.2 The Action Phase
on the set-up display near the formation it was attached to 1. Players alternate performing Activation Segments (see be-
as a reminder. If it is brought back into play (3.2), it must low). The first Activation Segment of each turn is performed
return to the same formation it was attached to at the start by the Axis Player. Each Activation Segment requires the play
of the game. of an Activation Card. A Player must perform an Activation
6. Put the Ad Hoc Reinforcements and SNAFU markers in 3 Segment if they have Activation Cards in hand. When one
opaque cups according to 3.3. Player runs out of Activation Cards they will no longer per-
7. Place the Turn Marker on the turn track on the 1st box. Place form Activation Segments in that turn. The other player will
the 4 card limit markers with the 5 limit side face up on continue to perform Activation Segments until it runs out of
their respective boxes on the board. Place the Schlachten- cards too. Note that cards C13, C16, C24, C29, C70 allow the
glück marker on its box on the Axis side with the gray side play of additional activation segments (without changing the
face up. Keep the other markers nearby. They may be used alternate order of activation segment play), even if a player
during the game. has run out of Activation Cards.
8. Divide the cards in 8 decks according to Player (Axis or So- 2. Advance the Donnerschlag marker one space forward. This
viet), Type (Activation or Combat), and Early or Late (2.4). also applies during the turn Donnerschlag is declared.
Shuffle each of the 4 Early decks and place them face down 3. If the Donnerschlag marker is in space 4 or 5 check Victory
on their respective box on the board (Activation Deck and Conditions (9.2).
Combat Deck for each player). Players will draw cards from 4. If the OKH/STAVKA card was not played, the corresponding
those decks. The 4 Late decks will enter the game in turn 4. player has the option to leave it there or take it to its hand
You are now ready to start playing Donnerschlag! (3.8).
5. Players with 2 or more Combat Cards in hand must discard
5 . S E Q U E N C E O F P L AY until they have 0 or 1 Combat Cards in their hand (cards left
The sequence of play is followed each turn. It is composed of two in the OKH/STAVKA box are not part of the hand).
phases: the Admin Phase, and the Action Phase. In the Admin 6. If applicable, flip or remove Snowdrift Markers (C53), or Yak-
Phase players will perform some game maintenance tasks to 9 markers (C74).
prepare them for the Action Phase, where they will move and 7. Advance the turn marker one space forward and start over
Combat with their units. the sequence of play.
Activation Segments
5.1 The Admin Phase
1. The player performing the Activation Segment plays an
1. If the Schwerpunkt marker is in play (C33), the Axis player
Activation Card. Each Activation Card allows the player to
can reassign it to a new unit.
activate a subset of its units (6.0). A player must activate all
2. Turn Reinforcements enter the map according to 3.3. and the
units the Activation Card allows them.
Setup Display (see section 2.5. Player Aid and Set-up Display
2. Units are activated one by one. When a unit is activated it
for errata regarding the Setup Display).
immediately makes an Out of Supply (OoS) check (3.6), and
3. In turns 1, 4, and 8 players choose a card according to High
then performs its Movement (7.1). Only after it completes
Command rules (3.9).

6 D ONNERSCHL AG - Escape from Stalingrad - July 2023


The Axis Orders the 17.Pz HQ. The 17/17Pz unit is out of command range and will not activate in this activation segment.The
I/40/17P is at risk of being OOS. If activated first it will receive an OOS marker. 2216 and 2217 are blocked by the river, 2417
has an enemy unit, and 2315, 2416, and 2317 are EZOC hexes. The Axis player can activate the I/39/17Pz, or the III/40/17P,
and move at least one of them to hex 2317. This will allow the I/40/17P to be in supply when it activates. Friendly units cancel
the EZOC restriction for supply purposes.

its Movement does the next unit activate (once a new unit Soviet HQ’s can only be ordered if they are in play and not
activates you cannot move previously activated units). In overrun (7.3). Soviet HQ’s come into play via Cards C55
this way, the order in which the player chooses to activate and C56.
and move their units may change the OoS check result of ɈɈ Command range is measured in hexes from the HQ to the
subsequent unit Activations. Each unit can only be activated Combat Unit, without counting the HQ hex, but includ-
once per Activation Segment, and will remain active until ing the Combat Unit’s hex. HQ’s never activate other HQ’s.
the end of the Activation Segment. Command range is not obstructed by any terrain, EZOCs or
3. After all units have been activated (and possibly moved), units (including Enemy Units). Command Range is checked
Combat occurs (8.1, 8.2). Only activated units can attack. for all units before any unit is activated (this means that
Combats are resolved one by one in an order decided by the moving the HQ first does not make new units be within
player performing the Activation Segment. command range). After being active units can leave the
4. Discard the Activation Card. To ease the gameplay it is sug- command range without any penalty.
gested that Activation Cards be discarded to the side of the
board. This way when it is time to cycle the cards back into ɈɈ Order the Schwerpunkt marker (Axis only). This is only
their respective decks (turn 4 for activation and Combat allowed if the marker is in play. The Schwerpunkt marker
Cards, and turn 7 and/or 8 for Combat Cards only) there comes into play via Card C33. When the Schwerpunkt marker
is no need to separate Combat Cards and Activation Cards is ordered, all Axis Combat Units (HQs are not Combat Units)
from the same discard pile. Alternatively you can use the within 4 hexes of the marker must be activated, even if they
Perm. Removed Combat Cards box on the board to discard belong to different formations. Like HQs, check which units
your Activation Cards and actually remove from the board are within 4 hexes before activating any units. See card C33
Removed Combat Cards, since they will no longer be needed. for rules governing the Schwerpunkt marker.

6 . AC T I VAT I O N C A R D S
6.1 Unit Activation
Activation Cards activate units in 3 different ways:
ɈɈ Activate Combat Units directly (Soviet Only).
ɈɈ Order HQ’s:
ɈɈ When a card orders an Axis HQ, all Friendly Units of the
same formation as the HQ, and within its command range
must be activated. This also includes the HQ.
ɈɈ When a card orders a Soviet HQ, all Friendly Units within
the HQ command range must be activated, including the
HQ (units don’t need to be of the same army or formation).

7
COMMAND
RANGE EXAMPLE A A

The 6th Panzer Division HQ may activate 4 4 5 6


the 6/6P, II/11/6P, and I/114/6P, but not the
II/4/6P or the I/128/23P. B
A. The activation of II/11/6P or 6/6P isn't
hindered by the position of the Sovi- 3 3
et 6/2GM, they may be activated even
though 6/2GM's EZOC and the unit
itself are present in the Command
Range. 2
B. II/4/6P is outside activation range.
C. I/114/6P is within range so it can be
activated.
D. I/128/23P belongs to a different for- 1 2 3 4
mation so it may not be activated.
If the Schwerpunkt marker had been the C
source of activation instead of the 6.Pz HQ
(in the same hex as the HQ), the I/128/23P
and any other Axis units in a 4 hex radius
1
could have been activated. D

6.2 Axis Activation Cards Any Formation Activation Cards


There are 3 types of Axis Activation Cards:
Single Formation Activation Cards

x2 x3
x5 x5 x3 x3

Any Formation Activation Cards work exactly like the Single For-
Single Formation Activation Cards order a specific HQ as dic- mation Activation Cards, but the Axis player may choose which
tated on the card. formation HQ is ordered (the rules for Romanian VI Corps HQ
and VII Corps still apply). Although there is no Single Formation
Activation Card for the 17th Panzer Division, Any Formation
Activation Cards can order its HQ.
Schwerpunkt or 17th Panzer
Division Activation Cards
These Activation Cards allow the Axis
player to either:
ɈɈ Order the 17th Panzer Division HQ,
ƒƒ The Romanian VI Corps HQ and Romanian VII Corps HQ are or
ordered together. In addition each HQ can activate units of the ɈɈ Order the Schwerpunkt marker.
other formation. A unit under command range of both HQ’s
can only be activated once (in the same Activation Segment).
x3

8 D ONNERSCHL AG - Escape from Stalingrad - July 2023


6.3 Soviet Activation Cards One HQ or Any Formation Acti-
There are 3 types of Soviet Activation Cards: vation Cards
Single Color Activation Cards The Soviet Player can:
ɈɈ Order one HQ, or
ɈɈ Choose one formation. Then the
player must activate all units of that
formation directly.

x3

x4 x4 x4 x4

These cards activate units directly. The Soviet player chooses


one army. Then it must activate all units of that army with the
corresponding color code: red, blue, green, or yellow. Due to
a misprint on the counters, purple should be blue (e.g. 60/4M). 2 options
Units can belong to different formations and be far apart on
the map.
7. M OV E M E N T
7.1 General Rule
All units have a number of Movement Points (MPs) per Acti-
vation Segment (bottom right number on the counter). Units
spend MPs when they move from one hex to an adjacent hex,
by paying the cost to enter the hex they move into. All Move-
ment is done between adjacent hexes (units cannot jump hexes),
however units can move several hexes during their Movement
provided they have the MPs to do so. If a unit cannot pay the
MPs to enter a hex, the unit cannot enter that hex. OoS Units
Any Color or Any Formation Activation Cards have their MPs halved.
By default all hexes costs 1 MP to enter with the exceptions
listed below:

7.2 Exceptions
Traversing River Hex sides Without a Bridge
ɈɈ Units with MPs in red back-
ground (tank movement) Bridge
cannot cross a river hex side
without a bridge.
x2 x3 ɈɈ Units with MPs in yellow
No
background (motorized
movement) can cross a river Bridge
These cards activate units directly. The Soviet Player can: hex side if it is the first move
ɈɈ Choose one army and one color code. Then activate all units they make in that Activation
of that army with that color code (effectively copying a Single Segment. After crossing the River
Color Activation Card), or river they must stop and can-
ɈɈ Choose one formation. Then activate all units of that for- not move further in that Activation Segment.
mation. ɈɈ Units with MPs in white background (foot movement) can
cross a river without any penalty. They must pay the cost of
the hex they are entering and can continue moving provided
they have enough MPs.
ɈɈ Traversing River Hex sides with a bridge offers no Movement
penalty. Units pay the cost of the hex they are entering and
can continue moving provided they have enough MPs.
ɈɈ A river is always on hex sides and colored dark blue. There
are no rivers inside hexes (e.g. hex 1916 does not contain a
river, or river hex side).
2 options
Road Movement Bonus
If a unit spends all its MPs moving through hexes by following
an unbroken path of roads (3.7), the unit can spend 1 extra
MP. The extra MP must be spent to extend the unbroken path

9
of roads to another hex. OoS Units are eligible for this bonus. ing with each unit is voluntary - the attacker’s units are not
HQ’s forced to participate in a Combat even if they are active and
Axis HQs must be on a hex with a road at the end of their Move- adjacent. If no attacking units participate, no Combat will occur.
ment. They may leave roads during Movement, but must end Restrictions
Movement on one (they may end a Retreat on a hex without a
ɈɈ A single hex cannot be targeted by two or more Combats
road however).
per Activation Segment, i.e. only one Combat per hex per
Soviet HQ’s can relocate through Card C59. Activation Segment is allowed.
EZOCs ɈɈ Each attacker’s unit can only participate in one Combat per
When units enter an EZOC hex, they must stop and cannot move Activation Segment, i.e. a single attacker’s unit can attack
further in that Activation Segment. In later Activation Segments only one hex, it cannot attack two or more hexes.
when the unit is activated, the unit can leave the EZOC hex.
ɈɈ During Combat, Combat Cards must be played in designated
However, it must stop again if and when it enters any other
playing windows following specific rules.
EZOC hex. Only in this way can a unit move from one EZOC hex
directly into another EZOC hex of the same or different Enemy Clarifications
Units (note that ZOCs do not extend across river hex sides even ɈɈ Two attacker’s units stacked in the same hex may attack two
if there is a bridge). different hexes in separate Combats.
Enemy Combat Units ɈɈ If there are multiple Combats, the attacker chooses the order
Units cannot move to an hex containing enemy Combat Units. in which they are resolved.
They can move to an hex containing a lone enemy HQ (see 7.3).
ɈɈ Due to retreats, defending units can be targeted by more
than one Combat (in different hexes) in the same Activation
7.3 HQ Overruns
Segment.
A moving combat unit can overrun a lone enemy HQ (i.e. not
stacked with Combat Units) by simply entering its hex either Combat Results Table (CRT)
through Movement (7.1) or Advance After Combat (8.4), but not
Retreat. HQs cannot overrun other HQs. If overrun: Die 0:1 1:1 1,5:1 2:1 3:1 4:1 5:1 6:1 7:1
ɈɈ Axis HQs are eliminated if no unit of their formation re- ≤1 1AR 1AR 1A AR — — DR DR 1DR
mains on the map. Otherwise relocate them according to the
2 1AR 1A AR — — DR DR 1DR 1DR
following priority list (if there are multiple options on the
same priority level, the Axis player chooses among them): 3 1AR AR — — DR DR 1DR 1DR 2DR

1. To a hex containing a Friendly Combat Unit on a road, not 4 1AR — — DR DR 1DR 1DR 2DR 2DR
stacked with an HQ, within command range.
5 1AR — DR DR 1DR 1DR 2DR 2DR 3DR
2. To any hex with a road without Enemy Units and within
its command range, avoiding EZOCs if possible. ≥6 1AR DR DR 1DR 1DR 2DR 2DR 3DR 3DR
3. To any hex free of Enemy Units within its command range,
avoiding EZOCs if possible.
4. To the closest hex free of Enemy Units, first preferring ɈɈ Each Combat will be resolved with the aid of the CRT.
hexes closer to the Axis Supply map edge and second ɈɈ Column names in the CRT show (modified) Combat Ratios
avoiding EZOCs if possible. (the relative attacker’s strength compared with the defend-
er’s). Each Combat will have a single Combat Ratio.
ɈɈ Soviet HQs become inoperable (cannot be ordered). Mark
the HQ with the corresponding HQ Overrun marker as a re- ɈɈ Row names in the CRT show the results of a (modified) die
minder. When a Soviet Unit re-enters the hex of the overrun roll. Each Combat will have a single die roll (1d6).
HQ, the overrun marker is removed, and the HQ is again in ɈɈ The outcome of each Combat is given by the intersection
operation (can be ordered). of its (modified) Combat Ratio, and its (modified) die roll.
A unit performing an HQ Overrun during Movement (7.1) can
continue its Movement after the overrun. There is no MP cost 8.2 Combat Procedure
to overrun an HQ, although the unit must always pay the cost For each Combat the following sequence applies:
of the terrain it moves into. 1. Attacker designates target Hex;
2. 1st Combat Cards’ playing window;
8 . C O M B AT 3. Calculate the Combat Ratio;
4. Determine Column Shifts, and Dice Roll Modifiers (DRMs)
8.1 Combat Principles (8.3);
Basics 5. The Attacker rolls 1d6 and modifies its value with the DRMs
ɈɈ The Player performing the Activation Segment is termed from the previous steps;
the Attacker, while the other player is termed the Defender, 6. 2nd Combat Cards’ playing window;
regardless of the overall strategic situation. The attacker will 7. Apply the Combat Outcome (8.4).
perform a number of Combats against the Defender. Attacker Designate Target Hex
ɈɈ A Combat involves attacking a single hex occupied by the de- This step marks the start of a Combat. The attacker chooses
fender’s Combat Units (defending units). All defending units one hex to attack, as well as which units will participate in
in the targeted hex must participate in Combat. Empty Hexes Combat (see 8.1).
cannot be attacked. HQ’s alone in an hex cannot be attacked 1st Combat Card’s Playing Window
(they are not Combat Units, they can only be Overrun (7.3)). Only events with playing windows stating “Before Combat” or
ɈɈ Any attacker’s Combat Units that are active and adjacent to “Anytime” can be played. Players alternate between them, play-
the hex being attacked may participate in the Combat. Units ing one Combat Card or passing, with the attacker going first.
that are not active cannot attack, even if adjacent. Units that A player that passes does not forfeit the right to play a Combat
are not adjacent cannot attack even if they are active. Attack- Card. When both players pass consecutively this playing win-

10 D ONNERSCHL AG - Escape from Stalingrad - July 2023


dow closes, and no more Combat Cards can be played during dow closes, and no more Combat Cards can be played until
Combat until the 2nd playing window. Note that while cards the Combat ends. Note that while cards with a playing window
with a playing window “Before Combat” can only be played at “After Combat” can only be played at this moment, cards with
this moment, cards with an “Anytime” playing window may be an “Anytime” playing window may be played at other moments
played at other moments including outside of Combat. including outside of Combat.
Calculate the Combat Ratio Apply the Outcome
Sum the Combat Strength (bottom left number of combat units) of The intersection of the Modified Die Roll with the Modified
all attacking units participating in Combat to get the Total Attacking Combat Ratio in the CRT is executed. In addition, the deploy-
Strength. Perform the same calculation for all defending Combat ment of Ad Hoc Reinforcements or Advance After Combat may
Units participating in Combat to get the Total Defending Strength. occur. See 8.4. for a detailed explanation.
Remember that OoS Units have their Combat Strength halved. Then
divide the Total Attacking Strength by the Total Defending Strength 8.3 Column Shifts and DRMs
to get the Combat Ratio. Lastly, round down the Combat Ratio to the Consider all Column Shifts and DRMs from the three sources
nearest column on the CRT to get the Base Combat Ratio. below, together with the effects of played Combat Cards.
Here is an example, with the Axis as the attacker: Combat Units
ɈɈ Tank Bonus (attacker only). If there is at least 1 attacking
unit participating in Combat with the Combat Strength print-
ed in an orange and yellow background (Tanks) the attacker
gains 1 Column Shift to the right.
ɈɈ Combined Arms Bonus (attacker and defender). If a player
has in the same Combat at least one unit with the Combat
Strength printed in an orange and yellow back-
ground (Tanks), and at least one unit with the
Combat Strength printed in a yellow background
(Motorized Infantry except Recon), that player
Total Defending Total Attacking gains 1 Column Shift (right for the attacker, left
Strength: 3 Strength: 11 for the defender). The attacker does not need to
have both units in the same hex. Both the attack
The Combat Ratio is 11:3. The closest value on the CRT, and defender can benefit from the Combined
rounding down, is a 3:1, meaning the attacker has at least Arms bonus in the same Combat.
3 Combat Strength per each Defending Combat Strength
ɈɈ The attacker can benefit from the Tank Bonus and the Com-
(11 divided by 3 is around 3,67). If the Total Attacking
bined Arms Bonus in the same Combat (2 shifts to the right).
Strength was 12 instead of 11, the closest value on the
CRT, rounding down, would be a 4:1. ɈɈ OoS Units cannot contribute to the Tank Bonus or to the
Combined Arms Bonus.
Defender’s Hex Terrain
Determine Column Shifts and Dice Roll Modifiers (DRMs) Train Station:
The play of Combat Cards, the composition of forces, and/or ɈɈRepresented by a white rectangle on a railroad.
the terrain, can change the Base Combat Ratio and/or provide ɈɈProvides a - 1 DRM.
modifiers to the die result.
Column Shifts can “shift” the Combat Ratio several times, each
Minor Village:
time one column to the left or right. For example, a column shift ɈɈRepresented by a white dot (italicized font).
to the right on a 3:1 ratio, would transform it in a 4:1 ratio. Each ɈɈProvides a -1 DRM.
column shift to the right on the 7:1 column will not increase
the ratio but will cancel a column shift to the left in the same Town:
Combat. Each column shift to the left on the 0:1 column will ɈɈRepresented by a black dot with a white border (bold
not decrease the ratio but will cancel a shift to the right in the font).
same Combat. After all the column shifts have been applied we ɈɈProvides a -2 DRM
get a Modified Combat Ratio (the column in the CRT to be used
ɈɈCancels the Tank Bonus.
to determine the Combat Outcome).
DRM’s can change the die result, by adding or subtracting to the City:
die roll. For example a DRM +1 will add a +1 to the die result. ɈɈRepresented by small rectangular shapes (orange
After all DRMs have been applied we get a Modified Die Roll. font).
There is no value limit to a modified die roll, however all values ɈɈThe Total Attacking Strength is halved.
equal or above a 6 will be treated the same, as will all values
ɈɈCancels the Tank Bonus, and the Combined Arms
equal or below a 1 (See CRT).
Bonus (attacker and defender).
These modifiers are described in 8.3 Column Shifts and DRMs.
If an hex has more than one type of terrain (e.g. hexes 0810,
Attacker rolls 1d6 1411, 3613) the defender chooses the benefits of one type only.
Apply all DRMs to the result to obtain the Modified Die Roll.
Attacking Across River Hex sides Without a Bridge
2nd Combat Card’s Playing Window ɈɈ Attacking tanks cannot participate in Combat if attacking
Only events with playing windows stating “After Combat” or
across a river hex side without a bridge (Tanks can defend
“Anytime” can be played. Players alternate between them, play-
against attacks across river hex sides without a bridge).
ing one Combat Card or passing, with the attacker going first.
A player that passes does not forfeit the right to play a Combat ɈɈ If all attacking units participating in Combat are attacking
Card. When both players pass consecutively this playing win- across river hex sides without a bridge apply a -1 DRM.

11
8.4 Combat Outcomes 2. If all remaining hexes the unit (or stack) can retreat into are
Results in the CRT have the following structure: in an EZOC, the unit (or stack) loses a step, owner’s choice
(a stack only loses a step, not a step per unit).
Prefix Body Suffix 3. To choose which hex the unit (or stack) will retreat into,
[1,2,3] —/A/D [R] a priority list must be followed, eliminating possibilities
until there is only one hex remaining (if a priority step of
ɈɈ Prefix: the number of steps to be lost among participating the list eliminates all of the remaining possible hexes after
units. If it is zero the prefix is not shown. application of previous priority steps, ignore that step, and
move down the list to the next priority step). The priority
ɈɈ Body: the player to whom the effect (prefix and suffix) applies list is the following:
to. “A” for attacker, “D” for defender, or “- -” for neither player
(no effect). A result in the CRT never contains at the same a. Avoid EZOCs;
time an “A” and a “D”. b. Closest hex to a friendly supply map edge;
ɈɈ Suffix: shows if there is a Retreat or not. If there is no Retreat c. Avoid overstacking;
the suffix is not shown. d. Owner’s choice.
For example: 1AR, means the attacker loses one step and has to retreat. 4. If the hex the unit (or stack) retreated into is not overstacked
the retreat is complete. If the hex the unit (or stack) retreated
Outcome Sequence into is overstacked, the unit must retreat an additional hex,
1. Step losses (CRT result): by following the retreating steps in order as if it is a new
2. Retreats (CRT result); retreat (start at 1). This can occur multiple times until the
3. Advance After Combat. retreating unit is either eliminated or ends its retreat in a
non overstacked hex. A stack can split at this moment and
ɈɈ Ad Hoc Reinforcements;
have each unit retreat individually.
If the Combat resulted in Ad Hoc Reinforcements, the owning
player can decide to deploy them before and/or after any step
of the outcome of Combat. Perform the blind draw from the
cup only when deploying the Reinforcements.
Step Losses
Apply the number of step losses shown in the CRT (if any), to
the corresponding player (attacker or defender). The owner of
the units chooses which participating units are going to lose
steps and how many each unit will lose (3.1) until the required
number of step losses has been achieved. If after all participat-
ing units of the affected player have been eliminated and there
are still step losses remaining, they are ignored.
Retreats
ɈɈ If the CRT result calls for a Retreat, all participating units
of the corresponding player must Retreat (at least) 1 hex or
be eliminated.
ɈɈ Each unit (or stack) must complete its Retreat or be eliminat-
ed before the next unit starts its Retreat. Stacked units can
Retreat together or split and Retreat individually.
ɈɈ An Axis HQ stacked with unit(s) that must Retreat does not
need to Retreat (HQ’s do not participate in Combat), but can
optionally Retreat with the unit(s) if at least one of the unit(s)
is able to complete its Retreat, i.e. is not eliminated. HQ’s The Axis player attacked hex 2519 with the result of DR.
retreating with units do not need to end the Retreat on a The 77/6M Tank is eliminated, as it cannot retreat across
road. Soviet HQs cannot retreat. river hexsides.
ɈɈ Retreat is not considered normal Movement (units do not The 166/98/1G will retreat to 2419 to avoid EZOCs. Be-
expend MPs). cause it is overstacked it will retreat again to 2318 to
ɈɈ To perform a Retreat a unit (or stack) retreats to an adjacent avoid EZOCs and be closer to a friendly supply map edge.
hex following all these steps in order:
1. The unit (or stack) are eliminated if they cannot retreat.
It is not possible to retreat to:
a. hexes occupied by Enemy Units (including HQs); Advance After Combat
b. hexes that require crossing a river hex side (with or Only attacking Tank Units can perform an Advance After Com-
without bridge) and are in an EZOC (even if they contain bat. If the attacked hex becomes empty as a result of Combat
Friendly Units); (the defending unit(s) either retreated or was (were) eliminat-
c. (Tanks only) hexes that require crossing a river hex ed), the attacking Tank Unit(s) may advance into the defender’s
side without a bridge; vacated hex, respecting stacking limits. Advance After Combat
d. (if the unit or stack has already retreated at least one is optional. The Attacker may Advance all, some, or none of the
hex) hexes previously occupied by the unit (or stack) attacking Tank Units. Advance After Combat is not considered
during this Retreat; normal Movement: advancing units do not expend MPs and
e. (if the unit or stack has already retreated at least one EZOCs are ignored. An advancing Tank Unit can overrun a lone
hex) hexes that require the crossing of a river hex side enemy HQ by simply entering its hex (7.3).
without a bridge.

12 D ONNERSCHL AG - Escape from Stalingrad - July 2023


Modifiers affecting the combat result are accounted for:
COMBAT EXAMPLE
Terrain:The unbridged river separating the target hex from
the attacking hexes would have provided a -1 DRM after the
final die roll, and it would have prohibited the Axis Tank unit
from joining the attack, but it's been negated by the ‘Sturm-
pioniere’ card, and so terrain has no effect in this combat.
Axis Combined Arms and Tank shifts: I/11 and I/114 are
Tank and Motorized Infantry units and so the attacker re-
ceives a column shift to the right. In addition, I/11, as an at-
tacking Tank unit, provides another column shift to the right.
Soviet Combined Arms shift: Because the 13th and 62nd
Bdes are Tank and Motorized Infantry units, the defender
receives a column shift to the left. The 13th does not provide
a tank shift because it is defending.
In total, the Combined Arms shifts from both sides cancel
each other, and there is a single column shift right, benefit-
ting the attacker.The column to be used when determining
The Axis player (Attacker) wishes to perform an attack with
the results of the attack will now be 2-1.
a stack comprised of I/11 and I/114 of the 6th Panzer Division
(the activated formation), against hex 2413, containing 62nd
and 13th Bde of the 13th Tank Corps. The II/114 is also adja-
cent to the target hex and is also able to take part in the same
combat. The Romanian 7/5C of Gr. Popescu has not been
activated and so it cannot participate in this combat, even
though it's adjacent to 2413.

The Attacker now rolls the die to determine the


combat result. A roll of 6 on the 2-1 column re-
turns a result of 1DR, meaning the Soviet units
must retreat and also lose a single step. Both
units have single steps, so the unit that loses the step will
be eliminated.
Finally, neither player chooses to play any Combat cards for
‘After Combat’ use, so the situation after the combat results
are applied is the following:

Next, the Axis player declares he'll be using the ‘Sturmpion-


iere’ combat card's General Event ( A ), and rolls a d6 to check
whether it's played successfully. He must roll 1-4 to be able
to use the card, and with a 3, he plays it successfully, which
will remove it from the game. This card will help negate the
penalties for attacking across a river hexside, during this
combat, and will allow the I/11 to attack.
The Soviet player now gets to attempt to play the ‘M1937’
card's General Event ( A ). She rolls a 5, which is higher
than required (1-3), and fails to play the card. She discards
it accordingly. Neither player wishes to play more cards, so
the combat resolution proceeds to the units' strengths:
The Axis player now adds up the combat strengths of his

1. The Soviet player chooses to eliminate the 62nd Bde.


2. The 13th Bde retreats a single hex towards a friendly sup-
ply hex, and is able to do so without entering EZOCS or
infringing stacking limits.
6 4 3. Advance after combat is possible for I/11 and it takes
position in 2413, which has been just vacated by the re-
attacking units, for a total of 6. The Soviet player adds up treating unit.
her units' for a total of 4. The Total Attackers' CS is divid-
ed by the Total Defenders', for a Combat ratio of 1,5-1 (no ƒƒ If the German player had not succeeded in playing the 'Stur-
rounding needed). mpioniere' event, the tanks would not have been allowed
to attack. II/114 would have been forced to attack alone
in this case.

13
Ad Hoc Reinforcements Cards until the deck runs out. Then take the Combat discard
If the Soviet Player is the attacker and the Modified Die Roll was pile (but not removed Combat Cards) and reshuffle it to form
a 6 or more, the Axis Player may perform a blind draw from the a new draw pile. Then finish drawing Combat Cards.
Alarmgruppe cup (3.3). ɈɈ Each player takes 5 Activation Cards, regardless of the Hand
If the Axis Player is the attacker and the Modified Die Roll was Limit. Activation Cards will be played face down, ignoring
a 1 or less, the Soviet Player may perform a blind draw from their contents, and are used just as an easy way to record
the Ad Hoc Infantry cup (3.3). how many Activation Segments are left. Each Activation Card
Perform the blind draw from the cup only when deploying the can be used for:
Reinforcements. ɈɈ Axis Activations: Can Order one HQ or the Schwerpunkt
Ad Hoc Reinforcements are not units participating in Combat. If marker.
they are placed in the targeted hex they do not have to suffer step ɈɈ Soviet Activations: Can Order one HQ, or activate all units
losses or retreats, and may be used to block Advance After Combat. of single formation, or activate all units of the same color
of one army.
9 . D O N N E R S C H L AG
10. H I S TO R I C A L N OT E S
9.1 Calling Out Donnerschlag On 8 November 1942, Adolf Hitler announced in the Löwen-
With the code word “Donnerschlag”, the breakout of the 6th keller, in Munich, that the city of Stalingrad had already been
Army begins. On turns 1, 2, 3, or 4 the Axis player must call taken by German troops and that only isolated Russian resis-
out “Operation Donnerschlag!” during the Admin Phase and tance stood in the way of final military victory. Hitler should
secretly determine a Meeting Zone by placing the 3 Meeting have known better, because the day before, the 6th Army radi-
Zones Markers face down in their boxes. Place the Donnerschlag oed the OKH that due to numerous failures and enormous loss-
Marker on the “0” box of the Donnerschlag Advance Track. es, the German troops were no longer in a position to conquer
At the end of each turn (5.2), the Donnerschlag Marker advances the entire city. The German attack in Stalingrad had begun to
forward to the next box, including in the turn it was declared. falter; the front was effectively no longer advancing.
When the Donnerschlag Marker reaches Box 4 on the track, Against all the advice of his generals, Hitler decided not to break
Victory Conditions are checked (victory conditions are not off the fight in Stalingrad. On 17 November came the “Führer’s
checked earlier, they must be met exactly when the Donner- order” that the German troops should now finally fight their
schlag Marker is in box 4). way to the Volga.
9.2 Victory Condition Neither Hitler, nor the generals, nor German enemy-reconnais-
The Axis player wins if at least one their Combat Units (HQs are sance realised that the ultimate purpose for the Red Army’s high
not eligible) meets the following requirements: readiness was not for the defence of Stalingrad —a city now in
ruins —but to delay them in order to plan a counter-offensive.
ɈɈ The unit must be able to trace a Supply Line (3.6). A Supply
Line is a series of connected hexes of any length starting The Russian leadership knew well the weak points of the 6th
from the unit and ending in a friendly Supply map edge (2.1). Army’s flank defences. On 19 November, Operation Uranus be-
A Supply Line cannot cross river hex sides unless there is a gan. Despite partial successes by the Wehrmacht, the Red Army
bridge, cannot pass through Enemy Units, and cannot pass was able to advance and soon the situation for the 6th Army
through EZOC hexes unless those hexes contain at least one turned precarious. Tentative proposals to lead the 6th Army out
Friendly Unit, including HQs (check each hex individually). of Stalingrad were rejected with the Führer’s decision: “6th Army
Do not add an OoS marker to the unit if it is found OoS. holds despite danger of temporary encirclement”.
ɈɈ The unit must be within the Command Range (6.1) of its Then, on 23 November, the two Soviet attack wedges met and
formation HQ or within 4 hexes of the Schwerpunkt marker. the 6th Army was indeed encircled. Their headquarters quickly
appealed to the OKH for freedom of action. A “breakthrough to
ɈɈ The unit must be in a hex inside the designated meeting zone.
the northwest, albeit at the sacrifice of materiel” was considered
One of three things will happen: possible, and so the high commander also shared this proposal.
1. If the Axis player meets these conditions flip the Meeting But a retreat from Stalingrad was out of the question for Hitler.
Zone Markers to show to the Soviet Player that the Victory In the cauldron of Stalingrad there was now disagreement with-
Conditions were achieved. The game ends and the Axis Player in the German ranks. While preparations were being made for
wins (regardless of play of C4). the encircled army to await relief, there were also voices calling
2. If the Axis player does not meet these conditions and the for an immediate and unauthorised, total breakout.
General Event of Card C4 was not played (the event flips the
The general staff had also informed Hitler that the encirclement
Donnerschlag Marker to the 6th Army Survival side), the
could not be held indefinitely — and that a failure to break out
Game ends and the Soviet Player wins.
would result in a military catastrophe. Feldmarschall Keitel,
3. If the Axis player does not meet these conditions and the however, insisted on holding out in the encirclement and Re-
General Event of Card C4 was played, then an extra turn will
ichsmarschall Göring assured him that the Luftwaffe could
be played. If the extra turn is turn 8 observe the special rules
supply the encircled 6th Army. Hitler then declared Stalingrad
below (9.3). Then, after the Donnerschlag Marker reaches
a fortress and ordered the Volga positions to be held at all costs.
box 5 the game will end with an Axis victory if the victory
It soon became apparent, however, that the air supply was not
conditions are met, or with a Soviet victory if the victory
sufficient to meet the needs of the 6th Army, and so the situation
conditions are not met.
in Stalingrad deteriorated daily.

9.3 Turn 8 Special Rules On 26 November, Feldmarschall von Manstein took over su-
Turn 8 represents a great last effort by the 6th Army. It plays preme command of the southern front in Russia, assuring that
like other turns with the following exceptions: everything would be done to break open the encirclement. Re-
inforcing troops had already been made available for the relief
ɈɈ Players have access to High Command allowing them to attempt . At the same time, the 6th Army was ordered to prepare
choose any non removed Combat Card. forces for a breakout in order to — at least temporarily — open
ɈɈ If the Combat Deck was not reshuffled in turn 7, draw Combat a supply route.

14 D ONNERSCHL AG - Escape from Stalingrad - July 2023


On 1 December, Hitler issued the directive for Operation “Win-
tergewitter”. It was planned with 20 divisions and the attack
was to include two panzer offensives. According to Hitler’s
conception, the offensive should restore the old front line and
the 6th Army would thus be able to hold its position.
The planning staff under von Manstein envisaged, in the event
of a successful operation, that the 6th Army would be taken
out of Stalingrad and begin to retreat. This outcome would be
the greatest possible success; Hitler would later be convinced
of this.
According to von Manstein’s decree, if “Operation Wintergewit-
ter” were to succeed, then the 6th Army should dare to break out
and unite with the relief army. A breakout plan was readied by
the staff of the 6th Army on 02 December and given the name
“Fall Donnerschlag”. According to the staff’s assessment, success
was doubtful due to the poor condition of the army, further, it
would take 4 – 6 days to prepare. Additionally, it would have
to be coordinated precisely with the relief troops, since the
rearguard defence of the cauldron would have absolute priority.
Since the situation in the cauldron was deteriorating daily, and
German enemy-reconnaissance reported that the Red Army
was strengthening its positions in front of Stalingrad, haste was
required. However, they also felt they should wait for the frost
period, because then German tanks could advance faster. The
operation was planned to begin on 3 December, but not enough
forces had been brought in and critically: the onset of frost was
nowhere to be seen. Consequently, the start of operations was
postponed several times.
When “Operation Wintergewitter” finally began on 12 Decem-
ber, the hoped-for combat strength had not been achieved be-
cause numerous relief units could not be built up in time or
brought in as quickly as the plans called for. Russian partisan
activity and Red Army offensives also contributed by tying up
planned reinforcement units.
Thus, only a single tank offensive was carried out, while the
20-division goal could not be reached either. Instead, scattered
remnants were brought together and given the name “Panzer-

15
gruppe Hoth”. They acted as the sole spearhead. The tank group In the ongoing fight, Panzergruppe Hoth managed to break
assembled in the Kotelnikowo area with 100 kilometres of ene- through on a 30-kilometre wide front and advance a total of
my territory in front of them. The Red Army was not unaware 50 kilometres. Then, on 14 December, the weather changed
of their deployment, and thus Soviet units attempted to thwart and the ground turned to mud. This greatly hampered the
their deployment and advance from the beginning. German advance. Furthermore, a tank battle took place at the
At the beginning of this offensive, the German tank group still line Werchne-Kumskij, where strong Russian reinforcements
outnumbered the Red Army’s units — so it was necessary to act had been deployed. In the end, only a gain of 3 kilometres was
quickly before the tide turned. achieved, followed by further Russian counterattacks on the
flank, which were only be beaten back with difficulty. However,
As the armour rolled in, Generaloberst Hoth radioed to Stalin-
operational movements were able to continue.
grad “Hold on, we’re coming!”
But with every kilometre closer to Stalingrad, Russian resistance
In the city itself, the Red Army tried to beat the German units before
increased. On 16 December, Generaloberst Hoth decided to con-
the relief campaign could reach them. At this point the fighting
tinue his attacks without regard for sufficient flank protection.
flared up once more, with increased ferocity. Critical German
Now the initial position for the final advance towards Stalingrad
reserves for the breakout were used up by hot spots in the caul-
was to be consolidated. For this purpose, the 17th Panzer Division
dron. Furthermore, their soldiers in Stalingrad were exhausted ;
was brought up to compensate for the German losses.
a successful attempt to break out became increasingly unlikely.
At this point, Hitler continued to reject a total withdrawal from
The attack by Panzergruppe Hoth was initially successful. Good
Stalingrad and insisted that a supply corridor had to be created
weather and scant resistance from Soviet troops allowed Ger-
and held.
man units to advance quickly. The first difficulties arose when
troops were unable to cross fords in the Aksaj-Kurmoyarsky Meanwhile, the Soviet counterattacks in the Aksaij and Verkhne-
valley. Without the crossing of the Aksaj River,there could be no Kumsky areas increased in intensity, though they were still re-
further advance. But due to poor Soviet leadership and tactical pelled. Further reinforcements did not reach the tank group, as
successes of the Wehrmacht, a crossing was eventually forced they were needed to repel flank attacks by the 51st Soviet Army.
and the tank group continued on rapidly. On 17 December, fighting intensified in the Verkhne-Kumsky
German reconnaissance then reported Soviet troop movements, area. German units were able to make slight gains on the ground,
so the advance had to be slowed to secure the flanks. In fact, this but were unable to eliminate the danger, as Russian reserves
German attack in force had achieved a level of surprise in spite were constantly being brought in. The 17th Panzer Division
of the Red Army’s responses. But now the Soviets gathered forc- succeeded in advancing further north and formed a bridgehead
es, took up defensive positions and carried out counterattacks. near Generalovskij. Here both sides engaged in tough fighting.
Even though they could be thwarted successfully, the advance of On the morning of 18 December, a final decision was to be
the tank group was slowed. In retrospect, those counterattacks made. However, the danger of incursions on the flanks was
could have been carried out with more force, but Stalin had so everpresent, and no reinforcements could be brought in. The
far refused proper troop reinforcements. attacking spearheads made only slow progress; every ground
When Stalin realised that his generals were correct in calling gain was bought with heavy losses. In the end, the advance
this a full German offensive, “Operation Little Saturn” was or- came to a standstill.
dered. Its aim was to stop this German advance, close a ring On 19 December, forces were concentrated in the Verkhne-
around the Panzergruppe , plus attack the 8th Italian Army in Kumsky area and the stalemate was broken only with a mas-
order to tie up forces there and stab the Wehrmacht in the back. sive deployment of the Luftwaffe. The Russian units withdrew.
16 D ONNERSCHL AG - Escape from Stalingrad - July 2023
A word about Hermann Hoth:
Most people will know Hermann Hoth as the commander of "Panzergruppe
Hoth", who desperately tried to free his trapped comrades in the cauldron of Stal-
ingrad. Even against the assessments of his superiors. At least, many films and
documentaries paint this picture. However, Hoth belonged to Hitler's obedient
generals who expressed in their orders their agreement with the mass murders
in the conquered territory of the Soviet Union and left no doubt about their ap-
proval of the "extermination" of the Jewish population. In his order of October
17, 1941, he called "their extermination an imperative of self-preservation."
On November 17, 1941, he urged his soldiers to "show no pity or softness toward
the population."
Hoth was among the generals who immediately implemented and also passed
on both the "Kommissarbefehl" (Red Army political commissars were not treated
as prisoners of war but shot without trial) and the "Reichenau-Erlass" (a decree
on the deliberate racial ideological war of extermination that contributed to
the brutalization of German warfare in the Soviet Union).
Ultimately, Hoth was one of the generals who actively participated in war crimes
such as planning and carrying out wars of aggression and extermination, mass
murders of civilians and those suspected of being partisans, mistreatment and
murder of prisoners of war, occupation crimes, and direct and indirect partic-
ipation in genocides.

Now, with the vital support of the Luftwaffe, the push towards impossible in the long run. Generaloberst Hoth responded
Stalingrad was to succeed. by planning a regroup; he decided to try a relief attempt on
A breakthrough was achieved from the Krugljakov area with 24 December in the hope that the 6th Army would meet him.
heavy losses. But then the river Myshkova had to be crossed However — no such order was issued. Hitler, as it turned out,
before reinforcements of the 2nd Soviet Guards Army could could not be persuaded to let the 6th Army break out. Gen-
intervene in the fighting. Dramatically, German units man- eraloberst Hoth now hoped that the 6th Army would make a
aged to take Gromoslavka and form a bridgehead across the breakout under its own authority. But for Paulus, “obedience
Myshkova. Sixty kilometres separated the armoured group was the highest duty” and so he refused to do any such thing
from the outermost ring in Stalingrad. without orders. Furthermore, Paulus insisted that he would
The breakout from Stalingrad had to take place soon so that only be able to cover 30 kilometres with the 6th Army in a
the trapped formations could be taken out. Generaloberst best-case scenario and that a unification with Panzergruppe
Hoth was certainly aware of the dangers of not being able to Hoth was therefore impossible.
protect his flanks, which were unavoidably left in an exposed On 23 December, it became clear that the situation on the
position. He knew that keeping a corridor open to Stalingrad larger southern front was becoming critical. The Italian
was something of an unrealistic fantasy. At present, the Ger- troops were forced to retreat and Panzergruppe Hoth was
man troops faced a threefold Soviet superiority and for the in danger of being cut off. In fact, the situation of the entire
breakout attempt to be successful, his relief force would have Army Group Don was dire. Feldmarschall von Manstein thus
to advance at least another 20 kilometres. ordered the withdrawal of Panzergruppe Hoth to help stop
By 20 December, the Red Army was bringing in reinforce- the Red Army’s relentless counteroffensives.
ments constantly, while all German forces were needed to Generaloberst Hoth asked to make one last attempt to rescue
secure the bridgehead and flanks. Only minimal terrain gains the 6th Army on 24 December and prepared everything for
were made in the fighting. Due to the intensifying resistance, this. But when the day arrived, the attack plan was reluctantly
the various Wehrmacht staffs involved were in serious doubt revoked under the continuing pressure of the Soviet attacks.
about any possibility of a breakthrough. The Panzergruppe was forced to retreat further and further.
On 21 December, the fighting continued with increasing fe- And so it was that the “Unternehmen Wintergewitter” came
rocity. A determined German attacking force succeeded in to a standstill in the snow of the steppes shortly before Stal-
getting to within 48 kilometres of the outermost Stalingrad ingrad. The “Fall Donnerschlag” was never declared and no
ring. It was now apparent that “Fall Donnerschlag” had to be more help was possible for the trapped 6th Army, even though
declared, but in Stalingrad, Generaloberst Paulus had not yet all orders for planning the “Fall Donnerschlag” were not of-
started any real preparations. Nevertheless, the planned-for ficially cancelled until 30 December.
3,000 tons of supplies and tractors were brought in for the In 1942, the Wehrmacht suffered a series of defeats. As was
6th Army to facilitate the breakout. often the case, adequate strategic plans for the possibility
However, the intended advance of the Panzergruppe on 22 of failure had not been prepared. They did not know how to
December had to be cancelled, as the Red Army threw more proceed from this defeat. This is when the National Social-
and more troops at the vulnerable flanks. At times, the at- ist principle of “sacrifice” was supposed to come into play.
tacking front was in imminent danger of being cut off. Al- One was to fight to the last cartridge, to the death. Any lack
though it seemed this ongoing crisis could be managed, the of materiel had to be compensated for with an iron will. In
situation soon became untenable. Due to high losses and the short, it was “death or victory”.
suppression of supplies, holding the entire position became And this permanent slogan was applied in the spirit of a

17
radical fanatical propaganda, over and over again. It was first You just have to know the rules and the cards, but that's not a
deployed in a radio message to Erwin Rommel on 3 November big thing with “Donnerschlag”. And the revenge is then again a
1942, when he was about to retreat in North Africa due to the completely different game. VUCA Simulation tries very hard to
lack of supplies. Generalfeldmarshall Rommel received the fol- live up to the motto “Easy to learn - hard to master”. We hope
lowing announcement from Adolf Hitler: “It would not be the we have succeeded.
first time in history that the stronger will triumphed over the Besides planning and resource management, what I like about
stronger battalions of the enemy. But you can show your troops conflict simulations is that I - as a player - have to make decisions
no other path than that to victory or death.” all the time. Automatisms are necessary, of course, but too many
It was only after Rommel withdrew his troops with heavy losses of them undermine the fun of the game. And in “Donnerschlag”
— despite the above order — that Hitler took the true military I constantly have to make new plans and decisions. When do
situation into account and gave his blessing for the withdrawal. I play which Activation Card, what do I activate, do I collect
And so it was at Stalingrad. The situation on the southern front my Combat Cards for an accumulated attack or do I use them
was indeed critical, yet Hitler’s plans did not include any option up individually in smaller actions? Do I take the Event or the
for retreat. Positions had to be held — if necessary to the death. Tactical Effect, do I use my “Schlachtenglück” right now, and
In contrast to North Africa, none of the generals on the Volga so on and so forth?
had the courage to make their own decisions. The result was a And although you have to make decisions all the time, you also
slow and agonising death for the trapped Axis soldiers of the need a certain amount of luck. Do I get the right activations, do
6th Army, for surrender was certainly not an option. And to take I roll the right events, do I get enough ad hoc reinforcements,
this to the extreme, on 30 January 1943, Reichsfeldmarschall and if so, the right ones? And am I playing vabanque or playing
Hermann Göring gave a speech on the occasion of the 10th it safe? This combination of decision pressure and luck is what
anniversary of Adolf Hitler’s appointment as Reichskanzler . makes a good simulation for me and I hope VUCA Simulations
His speech was completely overshadowed by the imminent has succeeded in this with “Donnerschlag”.
dissolution of the forces trapped in Stalingrad. In an obvious It's hard for me to give game tips, because every game runs
deflection of this devastating defeat for the Third Reich, Göring differently. In general, it can be said that for the Axis, speed
cynically referred in his speech to the death of the Greeks in should not be a sorcery. Terrain must be gained quickly and river
the battle of Thermopylae against the Persian hordes, as well crossings must be secured swiftly. Time works for the Soviet.
as to the Nibelungen. Thus, the total annihilation of the 6th And the longer you can hide your meeting zone, the more the
Army was revealed to the public without clearly naming it. Even Soviet must divide his forces. For the end of a game you should
phrases such as “heroic effort”, “unswerving perseverance”, or still have enough forces for a breakthrough, otherwise you will
even “heroic struggle” and “heroic defence” allowed no other suffer the historical disaster. And don't neglect the Romanian
interpretation than that the battle was lost and involved im- units, because you will need them.
mense losses.
As a Soviet, you can only disrupt the Axis advance at the be-
An interesting aside here is that because of this major failure on ginning of the game. But as the game progresses, you become
the Eastern Front, a personal speech by Hitler on this significant stronger and stronger. Thus, strong bulwarks can be created and
occasion was clearly out of the question. “Der Führer” was never you can think about one or the other counterattack. Especially
supposed to speak in connection with a clear defeat. For this river crossings should be well defended. And attacks on the
reason, Hermann Göring had to take over this thankless task. flank, are a sure way to annoy the Axis. The more you recognize
the approximate meeting zone, the better you can organize the
11. D E S I G N E R N OT E S resistance. The Axis “Panzergruppe” is strong, but with proper
After many years in the hobby, my enthusiasm for historical planning, not strong enough.
board games and conflict simulations continues unabated. And I
like to sit at a table with my fellow players. Games are only good I wish all players many exciting games and a lot of fun.
in company and I have laughed so many tears in some game And never forget: Conflict simulation is just a game!
situations, but also cried so many inner tears. And especially
in conflict simulations, the sense of community usually goes 12. C O M B AT C A R D S C L A R I F I C AT I O N S
as far as solving tricky situations together during a game. You When a Combat Card contradicts the rules of the game the text
really play with each other and not against each other. on the Combat card has priority. Each Combat Card can be used
for its General Event (GE) or its Tactical Event (TE), but not both.
Everyone will be familiar with adapting, refining, smoothing
Players must declare the target(s) of the effect (if applicable)
or extending the rules of games. The so-called “Houserules”.
before they make their success check (if there is one). (Column)
From these “Houserules” often ideas for a new game system
Shifts and DRMs always benefit the owner of the card.
develop and from this then perhaps the idea for a new game.
That's how it was for me with “Donnerschlag”. 12.1 General Clarif ications
I like games with interaction. I get bored when I have to watch To avoid repeating the same clarifications/errata under several
my opponent endlessly moving his units without being able to cards, these are referred with superscript in each card’s entry:
react. That's why the activations in “Donnerschlag” take place 1Soviet TE “Panzer Battalions” means a draw from the Soviet
alternately. Game systems should also not be too complex and Ad Hoc Tank cup (C40, C55, C56).
should have a high replay value. That's why I tried to write simple
2 Soviet TE “Infantry Replacement” means a draw from the So-
rules and deal with many special rules via cards and not include
them in the gamerules. I know that many players don't like it viet Ad Hoc Infantry cup (C41, C42, C43, C45, C46, C47, C48,
when the luck factor is too high, but especially the high luck C57, C58, C60, C62, C63, C64, C68, C69, C70, C71).
factor (I prefer to call it friction) in “Donnerschlag” guarantees 3Axis TE “Alarmgruppe” means a draw from the Alarmgruppe
a high replay value. At this point, I'm also happy to admit that if cup (C2, C6, C8, C12, C21, C31, C37).
things go very badly, a game can be over early. Then you just had 4 GEs/TEs that state “2 dice are thrown and you choose a result”
bad luck. But according to general experience, the luck factor (C1, C3, C15, C23, C29, C32, C33, C36, C39, C52, C53, C67, C73,
balances out in a game and the games are more or less balanced. C74):
With a little experience a game does not last longer than six ɈɈ Replace the Combat die roll in one Combat.
hours, so that nothing stands in the way of an early revenge. ɈɈ The effect cannot be used for success checks.

18 D ONNERSCHL AG - Escape from Stalingrad - July 2023


ɈɈ Only the attacker can play this effect. ɈɈ The only effects that this card negates are:
ɈɈ Multiple effects/cards of this kind cannot stack with each ɈɈ the -1 DRM if all units attack across a river hex side with-
other, since the card replaces a die roll and there is only one out a bridge. Tanks cannot attack across river hex sides
roll per Combat. However it is legal to use multiple effects/ without a bridge.
cards of this kind in the same Combat provided there is a ɈɈ in combination with card C6, allows Motorized Infantry
reroll they can target (e.g. Schlangtenglück reroll, TEs of to not stop after crossing a river hex side without a bridge
C34, C35, C75, C76, C77, C78). For example: use a “2 dice are during Advance After Combat.
thrown and you choose a result” event to roll 2 dice instead
of one, then use the Schlangtenglück marker for a reroll of ɈɈ There should be no success check. The General Event is an
one die in combination with a second “2 dice are thrown automatic success.
and you choose a result” event to reroll both dice instead C6 (Prototype Tiger II)3
of only one. If there is access to another reroll another “2
ɈɈ Ignore the 3rd line in bold stating: “All active units that par-
dice are thrown and you choose a result” can be played and
ticipate in this combat” because it is redundant.
so on. This exceptionally violates the Combat Card playing
windows during Combat. ɈɈ The effect should read: “All attacking units (including In-
5 GEs that state “This Activation” in the duration mean the cur-
fantry and Motorized Infantry) may Advance After Combat
(8.4) up to 3 hexes. EZOC hexes can be ignored. The first hex
rent Activation Segment (C14, C19, C27, C28, C40, C59, C67).
entered must be the defender’s vacated hex.”
6TEs that state “± x Shift(s)”, mean x column shift(s) to the left
ɈɈ After advancing through the vacated hex, units can split and
or to the right (C5, C7, C9, C10, C11, C13, C16, C17, C18, C19,
move into different hexes. Overstacking is only checked after
C22, C23, C24, C27, C28, C30, C38, C49, C50, C51, C54, C66).
all units have Advanced After Combat.
7 GEs that state “German Player” mean “Axis Player” (C9, C18,
ɈɈ Tank Units cannot cross river hex sides without a bridge
C21, C45, C46, C47, C53, C57, C62, C64, C74).
during an Advance After Combat. Motorized Infantry can
8 If applicable and unless stated, cards can be used defensively
cross a river hex side without a bridge but must stop their
or offensively, as well as played in any player’s turn. Advance After Combat immediately after crossing.
12.2 Card Specif ic Clarif ications C7 (Assault Boats)6
All clarifications below apply to the General Event unless noted ɈɈ See card C5.
at the start of the bullet point:
C8 (Foreign Armies East)3
C1 (Loot Tank)4
ɈɈ Cannot be used to see the card in the STAVKA box.
ɈɈ (GE/TE) Duration should say “One Combat” to be consistent
with other cards. C9 (Stuka)6,7
C2 (Tank Forward)3 ɈɈ Effect should read: “The Axis Player chooses a Soviet Infantry
Unit to lose a step (3.1).”
ɈɈ At the end of own Activation means after all Combats but
before the Activation Segment is completed (units are still C10 (Bergetiger)6
active). ɈɈ Effect should read: “One Tank Replacement step (3.2).”
ɈɈ “Additional movement” means the full Movement Points
C11 (Instant settlement close to the front)6
the unit(s) has(have) to spend, following normal rules of
Movement (7.0). ɈɈ See card C10.
ɈɈ Restrictions imposed during the unit(s) normal Movement C12 (Storm Pioneers)3
are ignored. For example if the unit had to stop in an EZOC ɈɈ Tanks can participate in Combat across river hex sides with-
during normal Movement, the unit can still move with this out a bridge.
event, as if it was starting a new Movement.
ɈɈ The -1 DRM if all units attack across a river hex side without
ɈɈ Units targeted by C40 or C67 cannot benefit from the effect. a bridge is negated.
C3 (Nebelwerfer)4 ɈɈ Tanks can Advance After Combat across river hex sides with-
ɈɈ (Card’s name) The card's English name should be “Grenade out a bridge. This card also negates the restriction of cards C6
Launcher”. and C26 by allowing tanks to Advance After Combat across
river hex sides.
ɈɈ There should be no success check. The General Event is an
automatic success. ɈɈ In combination with card C6, allows Motorized Infantry to
not stop after crossing a river hex side without a bridge.
C4 (Air Fleet 4)
C13 (Construction Pioneers)6
ɈɈ Playing Window should read “Play when Donnerschlag mark-
er is in box 3” instead of “Anytime”. ɈɈ Playing window should read: “Play anytime during the Action
Phase, but not during Combat”. The event cannot be played
ɈɈ Ignore the “Game ends when marker reaches box 5” from the during the Admin Phase. A Combat starts when the target
effect. The game may end earlier if the Axis Player guarantees hex is declared and ends when all outcomes of Combat have
a victory condition when the Donnerschlag marker reaches been executed. This allows for a small window to play the
box 4 (9.2), even when this event is in effect. event inbetween Combats (or before the first Combat, or
C5 (Assault Boats)6 after the last Combat, of an Activation Segment).
ɈɈ Playing window should read: “Before Combat”. ɈɈ Despite having no explicit duration the effect can only be
ɈɈ Duration should read: “One Combat”. used once.
ɈɈ Ignore the 3rd line in bold stating: “All active units that par- ɈɈ The effect should read: “Immediately perform an Activation
ticipated in this Combat” because it is redundant. Segment without spending an Activation Card. No Combats
can occur during this Activation Segment. Order any HQ
ɈɈ Effect should read: “Negates effects of rivers when attacking, or the Schwerpunkt Marker not currently being ordered.”
not for Tanks.”
19
ɈɈ The card can be played during an Activation Segment, but ɈɈ The event should read “One unit does not have to stop when
cannot order the same HQ (or Schwerpunkt Marker) that is entering in the first EZOC hex during its Movement.”
being ordered in that Activation Segment.
C20 (Replacement)
ɈɈ This card will produce a new Activation Segment for the Axis
ɈɈ Effect should read: “One Infantry or Motorized Infantry Re-
Player, which means command range will be checked at the
placement step (3.2).”
start of this Activation Segment (or the 4 hex range in case
the Schwerpunkt marker is ordered). C21 (Breakthrough)3,7
ɈɈ If the card is played during an Activation Segment, pause it, ɈɈ Effect should read: “The Axis Player chooses one or two So-
perform the effect of the card (an Activation Segment without viet Unit(s) to lose a total of 2 steps (3.1).”
Combat), and then resume the Activation Segment that was ɈɈ The steps can be allocated to the same unit or to different
paused. This may require memorization of the game state units.
regarding which units have moved, which have not, if a unit
is performing its Movement and how many MPs has left to C22 (Mortar)6
spend, as well as which units have performed Combat, and ɈɈ Effect should read: “Negates the effect of Minor Village, Train
which hexes have been targeted by Combat. Station, Town, or City.”
ɈɈ Card C16 and Card C13 can nest their effects (e.g. play Card ɈɈ (Tactical Event) There is a typo: “SHift” should be “Shift”.
C16 when performing the Activation Segment of Card C13).
C23 (Nebelwerfer)4,6
ɈɈ If the card is played during the Soviet Activation observe
ɈɈ (Card’s name) The card's English name should be “Grenade
the following:
Launcher”.
ɈɈ The event cannot be used to move units to an hex targeted
ɈɈ The Success Check should be 4 or less.
by Combat. As soon as the Soviet player declares a hex to
target, Combat has started and the playing window of the C24 (Construction Pioneers)6
event is no longer legal. The event can, however, be played ɈɈ (Card’s name) This card should be named Good Run, like
before the Soviet player declares a hex to target. card C29.
ɈɈ The event cannot be used to impede Advance After Combat, ɈɈ Despite having no explicit duration the effect can only be
as that is still part of Combat. used once.
ɈɈ If the card play interrupts the Movement of a Soviet Unit ɈɈ The effect should read: “Immediately perform another Ac-
in a non EZOC hex, that then resumes its Movement in the tivation Segment without spending an Activation Card. The
same hex but now under an EZOC as a result of the card’s same formation HQ (or Schwerpunkt marker if applicable)
effect, the Soviet Unit may continue to move. The unit is must be ordered.
not considered to have entered in an EZOC hex.
ɈɈ This card will produce a new Activation Segment for the
ɈɈ If units move to block Supply of a yet activated Soviet Unit, Axis Player, which means command range will be checked
the Supply rules apply as normal and the unit will become again at the start of this Activation Segment. Units that were
OoS when it activates (unless the Soviet can change the out of the command range in the initial Activation but are
game state by activating other units first to create a Supply now within the command range will activate. Units that were
Line). within the command range in the initial activation but are
ɈɈ Effects that are active during the normal Activation Segment now out of command range, cannot activate.
do not carry to the Activation Segment that results from this ɈɈ If the Axis Player has used the Schwerpunkt in the previous
card. However these effects will resume once the normal activation only units that are within 4 hexes of the Schwer-
Activation Segment resumes. For example suppose an effect punkt marker in this new Activation Segment can activate
that says one unit cannot move (e.g. C67) is applied during (this will likely result in a different mix of units compared
the normal Activation Segment. The affected unit cannot with the initial Activation Segment).
move only in the normal Activation Segment. It can move
C25 (Surprise)
during the Activation Segment that resulted from the play
of this card. ɈɈ Do not round any values for intermediate calculations.

C14 (Steyr 1500 A)5 C26 (Flares)


ɈɈ Effect should read: “All Infantry Units that move exclusively ɈɈ Ignore the 3rd line in bold stating: “All active units that partic-
through an unbroken path of roads (3.7), have double MPs. ipate in this combat, not only tanks” because it is redundant.
The road bonus Movement is also doubled.” ɈɈ The effect should read: “All attacking units (including Infan-
try and Motorized Infantry) may Advance After Combat (8.4)
C15 (Assault Gun)4
one additional hex. EZOC hexes can be ignored. The first hex
ɈɈ Effect should read: “Negates the effect of Minor Village, Train entered must be the defender’s vacated hex.”
Station, or Town.”
ɈɈ Infantry Units and Motorized Infantry Units may advance
C16 (Construction Pioneers)6 one hex (to the defender’s vacated hex). Tank Units can
ɈɈ See card C13. advance two hexes and can split into different hexes after
moving through the defender’s vacated hex. Overstacking
C17 (Artillery Shield)6 is only checked after all units have Advanced After Combat.
ɈɈ Cannot negate step losses from retreats. ɈɈ Tank Units cannot cross river hex sides without a bridge
ɈɈ Duration should read: “One Combat.” during an Advance after Combat.
C18 (Fire roller)6,7 C27 (Pervitin)5,6
ɈɈ Effect should read: “The Axis Player chooses a Soviet Unit ɈɈ The effect should read: “Romanian Infantry Units have dou-
to lose a step (3.1).” ble MPs. The Road Bonus Movement is also doubled.”
C19 (Infiltration)5,6 ɈɈ The event can be played even when the units are activated

20 D ONNERSCHL AG - Escape from Stalingrad - July 2023


through the Schwerpunkt marker, but only applies to Roma- ɈɈ See card C5.
nian Infantry Units.
C38 (No One Answers The Phone)6
C28 (Pervitin)5,6 ɈɈ See card C30
ɈɈ See card C27.
C39 (Rally Point)4
C29 (Good Run)4 ɈɈ The capitalization of “ONE” has no special meaning. One
ɈɈ See card C24. replacement step can only be allocated to one unit anyways.
ɈɈ (Tactical Event) The playing window should read: “Before Eliminated units are also eligible (3.2).
Combat”. C40 (IL-2)1,5
ɈɈ (Tactical Event) The duration should read: “One Combat.” ɈɈ Use the No Movement Marker to mark the chosen unit. Re-
C30 (No One Answers The Phone)6 move it at the end of the Activation Segment. If the marker
is already in use (C63), use the CR+2 Marker as a placeholder.
ɈɈ Cannot be used against a card played from STAVKA/OKH.
ɈɈ The effect should read: “One Axis HQ cannot move during
ɈɈ Can only be used against Combat Cards. Activation Cards
this Activation Segment. Soviet Player choice.”
are excluded.
ɈɈ If there is a stack of units, put the marker on top of the tar-
ɈɈ The card can be played after the opponent rolls the die for
geted HQ, and the remaining units on top of the marker.
the success check (if there is one).
ɈɈ The playing window should say: “Play after an opponent C41 (Trenches)2
plays a Combat Card but before executing its effect” This ɈɈ Playing window should read: “Before Combat”
means the card can be played after the opponent rolls the ɈɈ Duration should read: “One Combat”
die for the success check (if there is one).
ɈɈ Effect should read: “1 Column Shift Left when defending.”
ɈɈ Cannot be targeted by another “No One Answers the Phone”.
ɈɈ (Tactical Event) Playing window should read: “Anytime”.
C31 (All In)3 ɈɈ (Tactical Event) Duration should be ignored: “One Combat”.
ɈɈ The effect should read “Choose a Combat Card from the dis-
C42 (Conquest of Tazinskaya)2
card pile and add it to your hand”.
ɈɈ The effect should read “Choose a Combat card from the dis-
ɈɈ Can only be applied to Combat Cards. Activation Cards are
card pile and add it to your hand”.
excluded.
ɈɈ Can only be applied to Combat Cards. Activation Cards are
C32 (Double Agent)4 excluded.
ɈɈ Playing should read: “Play after C73 has been played but
C43 (Ambush)2
before executing its effect.”
ɈɈ The effect should read: “Negates Axis Tank and/or Combined
ɈɈ Effect should read: “Negates C73 (Eavesdropping), unless
Arms Combat bonuses”.
played from STAVKA.”
ɈɈ (Tactical Event) Ignore the duration listed: “One Combat”.
ɈɈ It is not possible to Negate C73 if played from STAVKA.
C44 (No One Answers The Phone)
C33 (Schwerpunkt)4
ɈɈ See card C30.
ɈɈ Immediately place the Schwerpunkt marker stacked with any
Axis Combat Unit. It moves with the unit (Movement, Retreat, C45 (T-34)2,7
Advance After Combat, HQ Overrun) and gets temporarily ɈɈ (Tactical Event) Playing window should read: “Anytime”.
removed if the unit is eliminated.
ɈɈ (Tactical Event) Duration should be ignored: “One Combat”.
ɈɈ In the Admin phase of each turn the Axis player may relocate
the Schwerpunkt marker to any of his units (even if it was C46 (T-34)2,7
removed during the previous turn). ɈɈ (Tactical Event) See Card C45.
ɈɈ HQs are eligible units for Schwerpunkt marker placement. C47 (T-34)2,7
ɈɈ (Tactical Event) Duration should read: “One Combat.” ɈɈ (Tactical Event) See Card C45.
C34 (OKH) C48 (SMERSCH)2
ɈɈ Effect should read: “Starting in turn 4, the hand limit for ɈɈ The retreating units are not eliminated due to not being able
Activation Cards is increased to 6. to retreat, because the effect of the card eliminates the Re-
ɈɈ Flip the Axis Activation Card Limit Marker to the “6” side. treat result from the Combat Outcome.
ɈɈ (Tactical Event) DR means die roll. ɈɈ The card negates the Retreat result as a whole. It is not pos-
sible to negate only a portion of the Retreat.
C35 (Heeresgruppe Don)
ɈɈ Effect should read: “Starting in turn 4, the hand limit for C49 (Human Wave)6
Combat Cards is increased to 6. ɈɈ Effect should read: “In addition to the Combat outcome, both
ɈɈ Flip the Axis Combat Card Limit Marker to the “6” side. the attacker and the defender suffer one (additional) step
loss. Can only be played if there are Soviet Units participating
ɈɈ (Tactical Event) DR means die roll.
in Combat worth at least 2 steps when the card is played.”
C36 (Serendipity)4 ɈɈ The owner of the units chooses which units will lose the step.
ɈɈ The effect should read “Choose a Combat card from the dis-
C50 (Human Wave)6
card pile or draw pile and add it to your hand”.
ɈɈ See card C49.
ɈɈ Can only be applied to Combat Cards. Activation Cards are
excluded. C51 (Human Wave)6
C37 (Assault Boats)3 ɈɈ See card C49.

21
C52 (Snowdrift)4 Note however that some units are only affected by one of the
ɈɈ When the Markers are on the “No Mvt” side no unit can enter cards (e.g. Tanks are covered by C59, but not C14, C27 or C28).
the hex, either through Movement, Retreat or Advance After C60 (SWT-40)3
Combat. If the marker is placed on a hex containing Soviet
ɈɈ (GE+C63) This card may be played together with card C63
Units they can leave the hex (but not enter).
for a combined event.
ɈɈ When the Markers are on the “+2 MP” side, that terrain costs
ɈɈ (GE+C63) Both cards may be placed in the STAVKA in the
2 additional Movement Points to enter. Units can Retreat and
same turn. If one card is already in STAVKA from a previous
Advance After Combat through the hex.
turn, the other card can be added to the STAVKA in the cur-
C53 (Hero of the Sowjet Union)4,7 rent turn (this is an exception, if the STAVKA box is occupied
ɈɈ (Card’s name) The card’s name has a typo. It should be: “Hero no additional card can be placed there). If both cards are in
of the Soviet Union”. the STAVKA they must be played for their combined event.
ɈɈ The Axis player chooses which unit(s) will lose the steps (can ɈɈ (GE+C63) If both cards are played from STAVKA, there is an
be the same unit or two different units). automatic success.
ɈɈ (GE+C63) If both cards are played from the hand, the success
C54 (M1937)6
check is passed with a die roll of 4 or less.
ɈɈ The success check should be 5 or less.
ɈɈ (GE+C63) It is not possible to play one Card from STAVKA
ɈɈ Negates only the Combat tank bonus. The Combined Arms and another from the hand (unless they are being played
bonus is still available. individually). It is assumed that players will always take the
ɈɈ (Tactical Event) Effect should read: “± 2 DRM” best option if they want to play the cards for their combined
event by placing them both in the STAVKA box.
C55 (Stavka)1
ɈɈ (GE+C63) The effect applies a -3DRM (minus) when defending
ɈɈ If the hex the HQ is going to be placed on:
in any terrain (does not need to be in a city).
ɈɈ has an Enemy Unit, or
ɈɈ (GE+63) If one card is negated by the play of the GE of cards
ɈɈ is under an EZOC and contains no Friendly Unit, C30 or C38 (No One Answers the Phone) by the Axis player,
the HQ is deployed but immediately overrun (put the corre- the Soviet player chooses which card is cancelled, and, if
sponding overrun marker in the hex). possible, still applies the effect of the remaining card (as
C56 (Stavka)1 if it was played in isolation). It is not possible to apply the
effect of C60 if not defending in cities, and it is not possible
ɈɈ See card C55.
to apply the effect of C63 if the success check was passed
C57 (Naval Rifle Brigade)2,7 with a 4 for the combined play.
ɈɈ (GE) This card cannot be played for its General Event alone. ɈɈ (GE) The effect applies a -1DRM (minus) when defending
It must be played together with card C62. in a city.
ɈɈ (GE) Trigger should read: “ Play anytime with C62 (Guard), C61 (Trenches)
when Axis Combat Card hand limit is at 6”.
ɈɈ Playing window should read: “Before Combat.”
ɈɈ (GE+C62) Both cards may be placed in the STAVKA in the
ɈɈ There should be no success check. The card should be an
same turn. If one card is already in STAVKA from a previous
automatic success like card C41.
turn, the other card can be added to the STAVKA (this is an
exception, usually if the STAVKA box is occupied no addition- ɈɈ Effect should read: “1 Column Shift Left when defending.”
al card can be placed there). If both cards are in the STAVKA C62 (Guard)3,7
they must be played for their combined event.
ɈɈ (GE) This card cannot be played for its General Event alone.
ɈɈ (GE+C62) If both cards are played from STAVKA, there is an It must be played together with card C57.
automatic success.
ɈɈ (GE) Trigger should read: “ Play anytime with C57 (Naval Rifle
ɈɈ (GE+C62) If both cards are played from the hand, the success Brigade), when Axis Combat Card limit is at 6”.
check is passed with a single die roll of 2 or less.
ɈɈ (GE + C57) See Card C57 for rules governing combined play.
ɈɈ (GE+C62) It is not possible to play one Card from STAVKA
ɈɈ (Tactical Event) Playing window should read: “Anytime”.
and another from the hand.
ɈɈ (Tactical Event) Duration should be ignored: “One Combat”.
ɈɈ (GE+C62) If one card is negated by the play of the GE of cards
C30 or C38 (No one answers the phone) by the Axis player, C63 (Deadbolt Position)3
discard both cards without applying the effect. ɈɈ (GE+C60) This card can be played together with card C60 for a
ɈɈ (GE+C62) Effect should read: “Reduce the Combat Card limit combined event. See C60 for rules governing combined play.
of the Axis Player to 5 (flip the marker)”. ɈɈ (GE) The effect applies a -1DRM (minus) when defending.
ɈɈ (GE+C62) The duration of the effect is permanent (lasts until
C64 (Little Saturn)3,7
the end of the game).
ɈɈ Effect should read: “The Axis player must eliminate one Com-
C58 (No step back)2 bat Unit from one of the following formations: 6P, 17P, 23P.”
ɈɈ “Withdrawal” means Retreat. The effect should read: “Ne- ɈɈ The unit is eliminated regardless if it has one or two steps.
gates a Retreat result in a city.”
ɈɈ Only one unit total, not one unit per formation.
C59 (Frozen Engines)5
C65 (Reaction)
ɈɈ If the Axis players activates the Schwerpunkt marker to ac-
ɈɈ “Target” refers to the hex being targeted by Combat, which
tivate units (and thus activates units from multiple forma-
includes both attacking and defending.
tions), the effect applies to all activated units.
ɈɈ Only Soviet Combat Units can move. Axis Units cannot ben-
ɈɈ Units targeted by both this card and C14, C27, or C28 will have
efit from the effect of the card.
their MPs unchanged as both cards cancel each other out.

22 D ONNERSCHL AG - Escape from Stalingrad - July 2023


ɈɈ If the units move adjacent to the targeted hex when attacking ɈɈ 3-4 reveal zone B;
they may participate in Combat. ɈɈ 5-6 reveal zone C.
ɈɈ If the units move to the hex being targeted, respecting stack-
ɈɈ To reveal a Meeting Zone Marker, flip it to the opposite side.
ing limits, the Axis player may cancel the Combat, by not
The marker stays revealed until the end of the game.
rolling the Combat die roll, with the caveat that all attacking
units are considered to have participated in a Combat in that C74 (JAK-9)4,7
Activation Segment. If the Combat proceeds all units in the ɈɈ (Card’s Name) The card’s name should be “YAK-9”.
target hex must participate in Combat, including the ones
ɈɈ Effect should read: “Place the YAK-9 markers in seven non
just moved in.
adjacent-hexes. Axis Units entering those hexes need to
ɈɈ When defending, units can move out of the hex being target- spend 2 additional MPs.”
ed and avoid Combat. If all defending units leave the target
ɈɈ No YAK-9 marker should be adjacent to any other YAK-9
hex, the Axis player ignores the Combat die roll, and may
marker.
Advance After Combat (Tank Units). All participating Axis
Units are considered to have participated in a Combat in that ɈɈ The markers are removed at the end of the turn.
Activation Segment. ɈɈ The markers do not affect Soviet Units, and can be placed
ɈɈ Axis’ HQ’s can be overrun. on top of Soviet Units.
ɈɈ Units may move further away from the targeted hex. C75 (Time is blood)
C66 (No One Answers The Phone)6 ɈɈ Effect should read: “Starting in turn 4, the hand limit for
Activation Cards is increased to 6.
ɈɈ See card C30
ɈɈ Flip the Soviet Activation Card Limit Marker to the “6” side.
C67 (Winterfritz)4,5
C76 (Instruction 277)
ɈɈ Use the No Movement Marker. Remove it at the end of the
Activation Segment. If the marker is already in use (C40), ɈɈ Effect should read: “Starting in turn 4, the hand limit for
use the CR+2 Marker as a placeholder. Combat Cards is increased to 6.
ɈɈ HQ’s are eligible units to receive the marker. ɈɈ Flip the Soviet Combat Card Limit Marker to the “6” side.
ɈɈ If there is a stack of units, put the marker on top of the tar- C77 (Commissar)
geted unit, and the remaining units on top of the marker. ɈɈ Can still be used when the HQ is overrun.
C68 (Grand Slam)3 C78 (Commissar)
ɈɈ The steps can be allocated to the same unit, or to different ɈɈ Can still be used when the HQ is overrun.
units. Both reduced units as well as eliminated units are el-
igible.
C69 (Secretary General)3
ɈɈ Only Soviet HQ’s can be relocated.
ɈɈ The relocated HQ must already be in play. Soviet HQ’s enter
play through cards C55, and C56.
ɈɈ Overrun HQs can be relocated. When relocated they will stop
being overrun, unless the condition below applies-
ɈɈ If the hex the HQ is going to be relocated to:
ɈɈ has an Enemy Unit, or
ɈɈ is under an EZOC and contains no Friendly Unit,
the HQ is relocated but immediately overrun (put the corre-
sponding overrun marker in the hex).
C70 (Coordination)3
ɈɈ Despite having no explicit duration the effect can only be
used once.
ɈɈ The effect should read: “Immediately perform an Activation
Segment without spending an Activation Card. Activate units
of 2 colors of the same army, or units of the same color of
both armies.”
C71 (Tank dog)3
ɈɈ The Axis player chooses which Tank Unit will lose the step.
C72 (Minefield)
ɈɈ The effect should read: “Negates Axis Advance After Combat
(8.4).”
C73 (Eavesdropping)4
ɈɈ The effect should read: “One Meeting Zone Marker is ran-
domly revealed.”
ɈɈ Roll 1d6 to randomly determine which marker will be re-
vealed:
ɈɈ 1-2, reveal zone A;

23
24 D ONNERSCHL AG - Escape from Stalingrad - July 2023
25
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