Von Manstein S Backhand Blow: A Schwerpunkt Series Game
Von Manstein S Backhand Blow: A Schwerpunkt Series Game
Von Manstein S Backhand Blow: A Schwerpunkt Series Game
Exclusive Rules
Introduction
Game Equipment
Standard Procedures
The Game Turn
Weather
Zones of Control
Supply
C3I Points
Activity Points
Stacking
Reinforcements
Soviet Replacements
German Reorganization
Soviet Front Markers
Movement
Combat
Uprising
The Scenarios
Historical Commentary
Designers Notes
1.0 INTRODUCTION
The Situation: Von Mansteins Backhand Blow simulates the Soviet offensive in southern
Russia in February/March 1943 and the German counterattacks. The Red Army tried to
liberate the farmlands of the Ukraine and the important Donets Basin and to trap two Axis
armies against the Sea of Azov. With a considerable superiority in men and material (more
than 1,800 Soviet tanks were facing 354 German Panzer), it seemed logical from the Soviet
point of view to continue the advance and extend the success of Stalingrad from the Soviet
point of view.
However, the Red Army faced two strong adversaries: an overstreched logistical network and
Erich von Manstein, probably the most brilliant operational commander of World War II. The
wide frontages and scarce resources, combined with the massive commitment of mobile
formations by both sides created an extremely wild, fluid, and dynamic battle. Von
Mansteins Backhand Blow represents the high water mark of operational art during the 20th
century.
The Game: Von Mansteins Backhand Blow is a two-player operational simulation and is
basically intended for two players, one on each side, although it is also suitable for solitaire
play. One side represents the German forces of Heeresgruppe Sd while the other side
controls the Red Army forces of Southwest and Voronezh Fronts. The cardboard playing
pieces represent the actual units which participated in the campaign, while the map represents
the terrain over which the battle was fought.
Von Mansteins Backhand Blow is the first game in GMTs Schwerpunkt series of World
War II games. Certain concepts and mechanics of Von Mansteins Backhand Blow can be
found in other games of the designer, especially Turning the Tables (published by Moments
in History in 1998), Drive to the Baltic! (published by Moments in History in 1999), and
Velikye Luki (published by Moments in History in 2000). However, even veteran players
who are familiar with the other games should study these rules carefully.
Note: GMT Games published a game titled Lost Victory on the same topic in 1994. The
game covers the campaign in greater detail and is still available from GMT.
Course of Play: The game is played in game turns, each representing three days of real time.
During a game turn a player moves and fights with his units and expends C3I Points.
Object of the Game: The Soviet player must liberate the farmlands of the Ukraine and the
important Donets Basin. The German player must hold the cities in order to keep the Ukraine
and the Donets Basin under his control.
If any of these parts are missing or damaged, we apologize for the inconvenience and ask that
you contact us to receive any replacement parts needed.
Please send your correspondence to:
GMT Games
ATTN: vMBB
PO Box 1308
Hanford
CA 93230 USA
Phone: 559-583-1236 (800-523-6111 toll free in USA and Canada)
Fax: 559-582-7775
E-Mail: gmtoffice@aol.com
BEGIN SPECIAL OFF SET BOX
Answering Rules Questions
Should any questions concerning play arise, we will gladly answer them. Please follow the
guidelines printed below to expedite the process and assure a response:
* Please refer to the numbered rules section(s) applicable to each question.
Mail your questions and a self-addressed stamped envelope to GMT Games at the
address listed above
For those on the Internet, we can be reached as follows:
dirk.blennemann@t-online.de (the designer)
UBlennemann@aol.com (the developer)
gmtgames@aol.com (the publisher)
For ongoing online support of this game, visit our website at www.gmtgames.com. It features
a set of Living Rules (a set of rules that we continually update) as well as a discussion board
where you can ask questions and get the latest tips and tricks from the designer/developer, as
well as other players.
We can also be found, along with most of the rest of the GMT designers/developers, on
Consimworlds discussion boards, at www.consimworld.com. We heartily recommend this
site to anyone interested in wargaming.
END SPECIAL OFF SET BOX
2.1 The Rules
Each major section of the rules is assigned a whole number (1.0, 2.0,...). Subordinate rules are
assigned a corresponding number to the right of the decimal place. For example: 2.1, 2.2,...
under rule 2.0; and 2.11, 2.12,... within sub-section 2.1. This system allows quick and easy
cross referencing of rules.
2.2 The Game Map
The game map represents the area of southern Russia in which the fighting took place. It is
based on contemporary German military maps, Red Army military maps captured by the
Wehrmacht, and contemporary Soviet topographical maps. Each hex on the map has a fourdigit identification number, used for game reference purposes only. Example: The city of
Kharkov is located in hex 2510.
gray
blue
black
B. Soviet
Soviet Regular
Soviet Guards
red
gold
Some German units are designated by one group of numbers/letters. The numbers/letters
identify the units itself. Example: FJ11 reads Fahnenjunkerregiment 11.
Arb:
Bau:
Bel:
Cha:
Dne:
Don:
DF:
DR:
Dsch:
EIW:
FBB:
FEB:
Fel:
FJ:
FSS:
Fs:
FUS:
FZK:
G:
GD:
Ger:
GFA:
Gre:
Her:
HGN:
Sd:
HIW:
KG:
KoR:
LAH:
LGN:
Nor:
NSF:
PD:
Polt:
Pol:
SDK:
SS:
UFS:
Sta:
TB:
TE:
Tec:
Thu:
T:
Tur:
Url:
Ukr:
VK:
W:
Wac:
Wes:
WWB:
Zap:
Ukraine (area)
Verfgungskrfte (security forces)
Wiking (unit designation)
Wach-Bataillon Hermann Gring (guard battalion Herman Gring)
Westland (unit designation)
Wehrwirtschaftliches Bergbau-Bataillon (mining battalion for war economics)
Zaporezhe (city)
B. Soviet
Soviet units are designated by one group of numbers/letters letters to the right of the unit
identification box identifies. Example: 41G reads 41st Guards Rifle Division.
The following abbreviations appear on Soviet units as part of their historic identification:
C
G
Cavalry
Guards
The Game Markers are used as record-keeping devices on the mapboard or play aid cards.
Their use is covered in the rules.
Activity Points Markers - used on the General Records Track to mark the number of
available Activity Points. [ILLUSTRATION: show marker here]
Administrative Movement Markers used to mark units that conducted Administrative
Movement. [ILLUSTRATION: show marker here]
Combat Chits - used for combat resolution. [ILLUSTRATION: show marker here]
C3I Points Markers - used on the General Records Track to mark the current C3I Points
available to a player. [ILLUSTRATION: show marker here]
Game Turn Marker - indicates the current game turn. [ILLUSTRATION: show marker
here]
Segment Marker - indicates the current game turn segment. [ILLUSTRATION: show
marker here]
Soviet Front Markers indicate the supply head of a Soviet front. [ILLUSTRATION:
show marker here]
Weather Markers indicate the weather of the current game turn, the previous game turn,
and the number of continuous game turns with Deep Mud. [ILLUSTRATION: show
markers here]
2.6 Game Scale
Each hex on the mapsheet covers approximately eight kilometers (8 km) from side to side.
Each game turn represents three days of real time. Military units are corps, divisions,
regiments, Kampfgruppen, and battalion-seized ad-hoc units.
(1) Move any one unit (or all units part of the same formation) and any number of Variable
Reinforcements from Administrative Movement Box #2 onto the map.
(2) Move all units from Administrative Movement Box #1 to Administrative Movement Box
#2.
(3) Place any one unit (or all units part of the same formation) and any number of Variable
Reinforcements from the map into Administrative Movement Box #1.
B. Declare in what order the Combat and Movement Phases will be carried out.
C. Spend C3I Points and check the Activity Table. Adjust Action Points Markers on the
General Records Track according to the result.
Note: The Segment ends if the player spends zero (0) C3I Points.
D. Conduct either the Combat or Movement Phase.
E. Conduct either the Combat or Movement Phase.
G. Conduct Personalersatz for non-motorized units.
IV. Second Soviet Schwerpunkt Segment (skip this segment during Deep Mud and Mud game
turns): Same as First Soviet Schwerpunkt Segment.
V. Second German Schwerpunkt Segment (skip this segment during Deep Mud and Mud
game turns): Same as First German Schwerpunkt Segment.
VI. Soviet General Segment
The Soviet player conducts the following activities:
A. Move Front Markers one hex each.
B. Conduct Administrative Movement in the following order:
(1) Move any one unit from Administrative Movement Box #2 to the map.
(2) Move all units from Administrative Movement Box #1 to Administrative Movement Box
#2.
(3) Place any one unit into Administrative Movement Box #1.
C. Declare in what order the Combat and Movement Phases will be carried out.
E. Conduct either the Combat or Movement Phase, provided that no unit can conduct both
combat and movement in this segment.
F. Conduct either the Combat or Movement Phase, provided that no unit can conduct both
combat and movement in this segment.
VII. German General Segment
The German player conducts the following activities:
A. Conduct Administrative Movement in the following order:
(1) Move any one unit (or all units part of the same formation) and any number of Variable
Reinforcements from Administrative Movement Box #2 to the map.
(2) Move all units from Administrative Movement Box #1 to Administrative Movement Box
#2.
(3) Place any one unit (or all units part of the same formation) and any number of Variable
Reinforcements into Administrative Movement Box #1.
B. Declare in what order the Combat and Movement Phases will be carried out.
D. Conduct either the Combat or Movement Phase, provided that no unit can conduct both
combat and movement in this segment.
E. Conduct either the Combat or Movement Phase, provided that no unit can conduct both
combat and movement in this segment.
G. Conduct Personalersatz for non-motorized units (see 13.2).
Last game turn of a scenario: The players consult the Victory Conditions to determine the
winner.
5.0 WEATHER
Weather is important for the number of segments in the current game turn, the number of
available C3I Points, and (Regular) Movement.
The weather is always Frozen on the first game turn of the game. Starting with the second
game turn, the Soviet player determines the weather of the current game turn by consulting the
Weather Table, and places Weather Markers in the corresponding boxes of the Weather
Track.
5.1 Procedure
The Soviet player rolls two dice and applies any modifiers. The result is either Frozen or Mud.
If the result is Mud and the previous game turn has been either Mud or Deep Mud, the weather
for the current game turn becomes Deep Mud.
5.2 Effects of Frozen Weather
Use the appropriate columns on the Terrain Effects Chart.
Both players receive their full number of C3I Points (the left number on the Game Turn
Record Track).
The game turn consists of two Soviet Schwerpunkt Segments and two German
Schwerpunkt Segments.
5.3 Effects of Mud Weather
Use the appropriate columns on the Terrain Effects Chart.
Both players receive a reduced amount of C3I Points (the right number on the Game Turn
Record Track).
The game turn consists of one Soviet Schwerpunkt Segment and one German
Schwerpunkt Segment (skip the 2nd Soviet and 2nd German Schwerpunkt Segments).
5.4 Effects of Deep Mud Weather
Use the appropriate columns on the Terrain Effects Chart.
Neither player receives C3I Points that game turn.
The game turn does not consist of Schwerpunkt Segments (skip the 1st and 2nd Soviet
and German Schwerpunkt Segments).
5.5 Historical Weather
The historical weather of each game turn is printed on the Game Turn Record Track for
reference purposes. In addition, players may decide to use the historical weather instead of
weather determination (see above).
Note: We recommend weather determination.
7.0 SUPPLY
German supply sources are all hexes on the western map edge. Soviet supply source hexes are
all hexes on the eastern map edge from hex 4100 (inclusive) to hex 4125 (inclusive).
10.0 STACKING
10.1 Soviet Stacking
The Soviet player may stack up to three divisions and/or corps in one hex. Soviet Uprising
markers stack for free. Soviet units that have their combat strengths in brackets ( ) stack for
free.
regiments/Kampfgruppen; the third and fourth regiment/Kampfgruppe stacks for free if two
other regiments/Kampfgruppen of the formation are stacked in the same hex. Therefore up to
eigth German units from two formations may stack in one hex. German units that have their
combat strengths in brackets ( ) stack for free.
11.0 REINFORCEMENTS
11.1 Reinforcement Arrival
German Variable Reinforcements (see 11.2) may be placed on the map (only).
Soviet Reinforcements enter the game in one of three different ways:
(1) Via their Entry hex (see the Soviet Reinforcement Schedule);
(2) Via Administrative Movement Box #1;
(3) They are placed on top of a Soviet Front Marker (see the Soviet Reinforcement Schedule).
Entry hexes 3800 or 4103 (see the Soviet Reinforcement Schedule) Voronezh Front
Entry hexes 4114 or 4119 (see the Soviet Reinforcement Schedule) Southwest Front
11.2 German Variable Reinforcements
All units marked by an R are German Variable Reinforcements. Following the Setup
Instructions, all German Variable Reinforcements have to be placed in one container or cup
from which they can be easily drawn at random. Starting with Game Turn 2, the German
player consults the German Variable Reinforcements Table once during each Administrative
Segment. He rolls one die and cross-references the result under the appropriate column. The
result indicates the number of German Variable Reinforcements drawn by the German player
at random. This process stops for the remainder of the game if all German Variable
Reinforcements have been drawn.
German Variable Reinforcements show a setup code next to their R marking. They must be
placed in that hex, and may not be initially placed in the Administrative Movement Box. A
German Variable Reinforcement is permanently lost if its setup hex has been Soviet
controlled at any time during the game. The German player may not re-draw other German
Variable Reinforcements in such a case.
non-motorized units. Simply flip the unit in question to its front side, or bring into play the
stronger counter in case of a tank or cavalry corps. Reduce the Replacement Markers on the
General Records Track by 1 for each replacement spend. Replacements may set up in an
EZOC.
Note: Units located in the Administrative Movement Box may receive replacements.
Also note: Soviet units that received replacements are permitted to move and attack as normal
on the turn they receive replacement steps.
Note: The units receiving Personalersatz may be located in one or both Administrative
Boxes.
15.0 MOVEMENT
In addition to normal movement, von Mansteins Backhand Blow uses Administrative
Movement (see below). Please check the Sequence of Play.
15.1 Administrative Movement
Administrative Movement does not cost C3I Points, Activity Points, or MPs. A player may
conduct Administrative Movement even if he spends zero C3I Points during a current
Schwerpunkt segment.
Each player may conduct Administrative Movement during each of his Player Segments in the
following order:
(1) Move one unit (or all units part of the same formation in the case of the German player)
from Administrative Movement Box #2 to one hex on the map. In addition, the German player
may move any number of German Variable Reinforcements from Administrative Movement
Box #1 to hexes on the map.
The unit/stack in question may be placed adjacent to or stacked with friendly unit(s) (or a
Soviet Front marker in the case of the Soviet player) in a hex free of EZOCs to which the
unit/stack can trace an uninterrupted line of contiguous hexes free of enemy units and/or
EZOCs (a friendly unit in the hex does not negate an EZOC for this purpose) to a friendly
supply source. Stacking limits are in effect.
(2) Move all units from Administrative Movement Box #1 to Administrative Movement Box
#2.
(3) Move one unit (or all units part of the same formation that are stacked in the same hex in
the case of the German player) from the map to Administrative Movement Box #1. In
addition, the German player may move any number of German Variable Reinforcements from
the map to Administrative Movement Box #1.
The unit/stack in question is picked up from the map and placed in Administrative Movement
Box #2. The pick up hex has to be In Supply and may not be in an EZOC. A friendly unit in
the hex does not negate an EZOC for this purpose.
Restrictions
Units may either use Administrative Movement or (Regular) Movement during one player
segment, never both.
Out Of Supply units may not conduct Administrative Movement.
Units using Administrative Movement may not attack during the same player segment.
German units undergoing Frontnahe Auffrischung cannot conduct any kind of
Administrative Movement.
Important: Neither player may conduct Administrative Movement during Game Turn 1 (all
segments).
15.11 Additional Soviet Restrictions
Soviet units must be in range of a Front Marker in order to conduct Administrative
Movement. This is true for units placed on the map (from Administrative Movement Box #2)
and units picked up from the map (and put in Administrative Movement Box #1).
15.12 Rochade
If the German player has declared the Rochade (see 8.2), he may move up to five units (or all
units part of up to five formations) during any one segment of the game turn in question from
Administrative Movement Box #2 to the map. The units may be placed in different hexes, but
all units part of the same formation must be placed in the same hex.
All other rules and restrictions are in effect.
Note: It is possible to mix individual units and formations; however, the maximum number
is five (e.g., the German player could move all units that are part of three formations plus two
individual units.)
16.0 COMBAT
In Soviet attacks at least one participating unit must be in range of a Front Marker if APs are
to be spent.
16.1 Combat Odds
The column headings on the CRT range from 1:2 to 19:1. Attacks which are worse than 1:2
yield an automatic combat result of 4/0 (but roll two dice to determine Random Events or
SNAFU). Attacks which are better than 19:1 are treated as 19:1 (but roll two dice to determine
Random Events or SNAFU).
16.7 Combat Modifiers
16.71 Concentric Attack
A Concentric Attack can never be created by units attacking into a City hex or across a River
hexside.
16.72 Terrain Effects
Certain terrain features generate DRMs favorable to the defender. See the TEC for full details.
16.721 Streams And Combat
Streams generate a DRM of -2 if all units are attacking across Stream hexside(s). Streams
generate a DRM of -1 if at least one unit is not attacking across Stream hexside(s).
16.722 Rivers And Combat
Units attacking across a River hexside have their combat strength halved and do not qualify
for a Concentric Attack.
A unit must stop a retreat after crossing a River hexside; it may not retreat further. A unit
cannot cross a River hexside to extend a retreat path to a second hex.
Units may not advance a second hex if attacking across a River hexside, or if the advance
would require crossing a River hexside.
Bridges do not negate the above effects.
16.723 Cities And Combat
Units attacking a City hex do not qualify for a Concentric Attack. A defending force located in
a City hex is never forced to retreat, however, it may do so (defending players choice).
16.724 Swamps And Combat
Combat is not permitted into and out of Swamp hexes. Motorized units can never advance or
retreat into Swamp hexes.
16.73 Combat Chits
Certain Soviet Combat Chits require the defenders hex to be in range of a Soviet Front
Marker.
16.74 German Integrity
The Tactical Rating of a defending or attacking German unit that is part of a formation may be
increased due to the Integrity Bonus. In order to receive the Integrity Bonus, a German unit
must be part of a formation and stacked with at least one other unit of its parent formation.
Exception: A unit that is part of Wiking or 19th PD formation must be stacked with at least
two other units of its parent formation.
A unit fulfilling the above requirements receives a Formation Integrity Bonus of two (+2).
This bonus may become unavailable if units of the formation have been eliminated.
16.8 SNAFU Combat Result
SNAFU effects are generated by unmodified die rolls of 3 or 11 during combat resolution
(Step G of the Combat Resolution Process). If an unmodified 3 is rolled, the defender suffers
one additional Combat Hit. If an unmodified 11 is rolled, the attacker suffers one additional
Combat Hit.
16.9 Comprehensive Example Of Combat
!!! To be added!!!
17.0 UPRISING
The Soviet player consults the Soviet Uprising Table whenever a Soviet unit first moves
within three hexes of any City hex. The result may be either Failure or Success.
Note: There is only one uprising attempt per city hex per game.
Uprising Results:
Failure: Nothing happens, play continues.
Success: The counter showing the German stationary Verfgungskrfte of the city in
question is flipped over to its back side, showing the Soviet Uprising Forces. The
Verfgungskrfte are permanently lost. The city becomes friendly to the Soviet player if
no other German unit is located in the city hex now. The Soviet Uprising Forces are
permanently lost if at least one other German unit is still located in the city hex.
CREDITS
Game Design:
Development:
Editing:
Playtesting:
Dirk Blennemann
Uli Blennemann
Bob Irelan, Uli Blennemann
Volkmar Bse, Detlef Borchert, Dirk Dahmann, Edgar Forschbach,
Robert Holzer, Bob Irelan, Christoph Ludwig, Rainer Mattern, John
McGuffog, Norbert Mhring
Art Director:
Rodger MacGowan
Counter and Map Art: Mark Simonitch
Package Design:
Rodger MacGowan
Production:
Tony Curtis