Konigsberg Rules Final
Konigsberg Rules Final
Konigsberg Rules Final
2.1 Rules
Each major grouping of the rules is called a rule; a part within a rule
is a section.. A specific section can contain several related cases,
which would be identified as 3.5.1, 3.5.2 etc. The Table of Contents is
located on the back of this rule book.
2.2.2 Terrain Effects Chart (TEC)
2.1.1 Cumulative Effects The TEC provides a map key and shows the effects of the different
In all cases where a unit is subject to multiple modifiers to its terrain features on movement and combat.
strength, the effects are cumulative. A unit halved for terrain and
halved for supply in combat is quartered overall. 2.2.3 Combat Results Table (CRT)
The CRT is used to resolve combat.
2.1.2 Standard Rounding Rule
When units involved in a combat must halve (or quarter) their combat 2.2.4 Luftwaffe and Soviet Air Army Boxes
strengths, first add up all fractions and then round down. These boxes are used to hold Soviet Air units of the 1st and 4th Air
Armies and the German Air unit.
2.1.3 Fog of War (Optional)
Except when calculating the odds for an attack he has committed to 2.2.5 Volksturm Box
undertake, a player cannot examine the units comprising an enemy This box is used to hold the Volksturm units between placements.
stack. He can only observe the stack’s top unit (or marker if
applicable). A player cannot cancel an attack after announcing it 2.2.6 Soviet and German Activations Tracks
(unless at least 1-2 odds are not achieved.). These boxes are used to hold the Soviet and German Command Chits
after they have been drawn. Box 1 for first chit drawn, etc.
2.1.4 Soviet Fronts
The Soviet Player has two Fronts, the 2nd Belorussian and 3rd 2.2.7 Airbase Box
Belorussian. These Fronts have slightly different counter colors. This box is used to hold grounded and refitting Soviet and/or German
They have different limits on how many Command Chits they may air units.
draw each turn, printed on the Turn Record Track. Their
Headquarters may not command units of the other Front, including 2.2.8 Gross Deutschland Box
Independent units of the other front. Air units of the two Fronts The Gross Deutschland Box (GD) is used to hold all four GD units and
may only support attacks of their own Front. Units of the two Fronts the GD Command Chit when the unit has been withdrawn.
may stack together. A three-player game is possible with two Soviet
players each with his own Front versus one German player. 2.2.9 Supply Source Hexes
Hexes with a black and white supply source symbol are supply
2.1.5 Preparation for Play sources for German units; red and white supply source symbols are
The players select their side (German or Soviet), setting up their units supply sources for Soviet units and black and red supply source
according to the set up. (See Section15.0) Place the Turn marker on symbols are supply sources which change hand from German to
Turn 1 of the Turn Track. Place all reinforcements on their correct Soviet during the game.
arrival turn on the TRT. Place the Soviet air units in their respective
Air Army boxes and the German air unit in the Luftwaffe box. 2.2.10 Bridges
Continue by placing the Volksturm units in the Volksturm box. The A river crossed by a road or railroad is a bridged river hexside. A
players will also need a cup to draw Command and Action Chits from. bridge cancels all movement, combat, and ZOC effects of a river.
Place all Command and Action Chits that do not have a turn number Conversely, a river hexside not crossed by a road or railroad is an
on them in the cup to start the game. unbridged river hexside.
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Königsberg: East Prussia 1945
2.3 Command Chits their Movement Segment. Reduced strength mechanized units are
Command Chits are used to activate specific HQs, which in turn allow not affected nor are full strength units that move by rail.
combat units under their command to move and attack. There is one
corresponding Command Chit for each HQ in the game. All available 2.5.4 GD Withdrawal
Soviet and German Command Chits are placed in the same cup, from When this Special Action Chit is drawn, immediately remove from
which they are randomly drawn one at a time. The Turn Track play the units of the GD Corps from the map (if not already destroyed)
specifies how many of the German and Soviet HQs can be activated and place them in the GD Box. The GD Corps consists of four units:
once their Command Chit has been drawn. There are separate limits GD HQ, GD Fus, GD armor battalion, and GD division. Remove the GD
for the two Soviet Fronts. Command Chit as well. Once acted upon, the GD Withdrawal Special
Action Chit is never returned to the draw cup.
Example: In Turn 3, the Germans would activate the first five HQs
whose Command Chit had been drawn from the cup. The sixth and 2.5.5 GD Returns
subsequent HQs could not be activated that turn. The earlier withdrawn GD Corps return to play via Entry Point B.
(Eliminated units do not return, reduced units return as reduced. If
2.4 Special Command Chits only the HQ is still alive then the HQ returns by itself) Once acted
upon, the GD Returns Special Action Chit is never returned to the
draw cup. When drawn, treat the arrival of GD as a regular
2.4.1 Soviet Front Chits
reinforcement, with its own movement phase. Add the GD Command
The Soviet player has two 2nd BR Front Chits, and two 3rd BR Front
Chit to the draw cup, and if applicable, it can be activated as normal
chits; they arrive at different times during play. (See Section
in the same turn. (Note if GD Returns drawn and GD has not yet been
4.1.2)
withdrawn this chit is ignored and returned to the draw cup during
the next Turn Advance Sequence)
2.4.2 German HGM Chit
The German player has the HGM Chit, which allows him to command
any Corps he wishes. This represents the actions of Reinhardt himself. 2.6 Markers
(See Section 4.1.3) The following markers are used in the game:
13.1 Victory Points Set up listed by unit identifications. R indicates the unit sets up on its
At the start of the game the German player controls all Victory Point reduced side. (color) indicates the color band of the units.
hexes. (See Section 13.2.2) All Victory Control markers should be
placed on their hexes German side up. Whenever a Soviet combat Soviet 3BF (the lighter colored Soviet units)
unit (not HQs) enters a Victory Point Hex, flip the Control Marker to 43 Army (black) 90 in 2143; 103 in 1943
the Soviet side. 39 Army (red) 28G (tank), 113 in 1144; 152 in 1044; 94, 5G, 39
HQ in 1043
5 Army (green) 2G(tank), 45 in 1140; 72, 65, 5HQ in 1039
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28 Army (blue) 3G, 218(tank) in 1137; 20, 128, 28 HQ in 1036 German Garrisons
2G Army (orange) 60, 153(tank) in 0935; 136, 2G HQ in 0936; Thorn in 3203; Kulm in 3507; Graud in 3409; Elbing in 3420;
11G in 0835 Konig in 2932, Lotzen in 1329
11G Army (gray) 36G in 0838; 120(tank), 8G in 0738, 16G, 11G
HQ in 0739. 16.0 Players Notes
31 Army (pink) 71 in 0534; 36, 44, 31 HQ in 0434
Independent Units (no color band) 1(tank) in 0735; 2G(tank) in German Player: The Germans will lose a lot of units and a lot of
0840, 43G(tank) in 0741 ground. But keep playing as the victory conditions are quite balanced.
Defense in depth is the plan in this battle. Since the Soviets have more
Soviet 2BF (the darker colored Soviet units) activations and stronger units they will create breakthroughs and if
70 Army (green) 96, 70 HQ in 0506; 47 in 0606; 114 in 0507 you do not have a second or third line you will be in trouble. The
65 Army (purple) 105, 65HQ in 0308; 46 in 0408; 18 in 0309 Soviet 2BF is the trouble front. You need to rail units from your other
areas to put troop in front of them. The 6th corps and 55 corps are
2SH Army (red) 88, 116 in 0709; 108, 30G in 0710; 2SH HQ in
good for this once their HQ can move. Independent units are also
0609 good to send as any HQ can command them and the 7 th Panzer
48 Army (blue) 29 in 0811; 42 in 0812; 53, 48 HQ in 0712 commands 5 of them. Look at the road and rail net for Soviet advance
3 Army (gray) 41, 35, 3 HQ in 0613; 40 in 0514 routes. The rail line from Warsaw to Marienburg is the most
49 Army (dark blue) 121, 124, 49 HQ in 0516; 70 in 0416 dangerous advance route and the roads through Sichelberg a close
Independent units (no color band) 1G in 0708; 8G in 0410; 23G second. Try to set up your HQ in towns with enough troops they are
in 0312, 8 in 0213, 3G (6-4-8) in 0214 not easily eliminated. If you can get an area under command of two
HQ or more that helps to allow your independents to activate
multiple times per turn and react to multiple threats. Counter attack
German (darker gray units)
a handful of times per game at most critical times using the air
9 Corps (dark blue) 56 in 1342; 561 in 1542; 548 in1841; 551 in support to gain shifts. Also look to choke the Soviet supply as they are
2142; 286 in 2441; 9 HQ in 1939 often trying to make deep narrow breakthroughs. Finally use your
26 Corps (purple) 549 in 1338; 349 in 1339; 1 in 1340; 69 in Volksturm as speed bumps as they are free and good at it. On turn
1341; 26 HQ in 1838 one Praschnitz and Gumbinnen are good choices.
HG Corps (brown) 1HG(tank) in 1636 (This unit is lighter gray);
2HG in 1435-R; 61 in 1337; HG HQ in 1833 Soviet Player: The Soviet player must get the most out of his
41 PZ Corps (white) 21 in 1233; 28 in 1234; 50 in 1032; 367 in independent units by having them activated by multiple HQ’s each
0832; 170 in 0732, 41 PZ HQ in 1031 turn. So, positioning troops and HQ is critical. Especially early in the
6 Corps (red) 558 in 0531; 131 in 0330; HAN in 0327; 541 in game the need is to eliminate a lot of Germans to open up things later
in the game and long dives into the enemy rear look good but are
0325; 6 HQ in 0626
often counterproductive as you end up the next turn with perhaps
55 Corps (blue) 203 in 0322; 562 in 0321; 547 in 0620, 53 HQ in one HQ that can activate the units and you might not even draw that
0722 HQ. Watch your supply lines as the German player will launch raids
20 Corps (orange) 209(tank) in 1111; 292 in 0814; 14 in 0815; or mini offensives to try to cut off your advance. Railroad movement
102 in 0918; 20 HQ in 1016 and strategic movement are key to getting troops forward so be sure
23 Corps (yellow) 129 in 1013; 299 in 1012;7 in 1010; 5 in 1008; you understand those rules. Eliminating German HQ’s is a mixed
23 HQ in 1213 blessing; a key one that controls a section of critical front is probably
27 Corps (dark green) 35 in 0908; 252 in 0907; 542 in 0906; 27 worth eliminating but ones in off areas are ones the German player is
HQ in 1206 wasting picks on and should not be targets unless they are moving
28 Corps (light green) 607 in 3040-R troops to the main fronts. Know what chits are in the pool each turn
so you can plan what will likely be activated. For example, on turn one
in the 3BF the green, red, and blue are going to be activated as no
German Independent Infantry (lighter gray units) other chits are in the pool. Notice that as far as taking a town or city
23 in 1427; 605 in 1628-R; 10 in 1826; HAU in 2026; 401 in all tables from 5-1 up will work equally well, just a one in six chance
2931-R; 83 in 1519-R, 461 in 2516-R; 627 in 1409; 73 in 0905. of failure. Unless he has a garrison unit and then higher odds help.
German Independent Mechanized (lt. gray with vehicles) Credits -Three Crowns Edition
Designer, Developer, Graphics, Research: Stefan Ekström
GD Corps (black) GD(tank) in 1635; GD(halftrack) in 1416; GD
Cover, Research, Playtesting: Magnus Nordlöff
Fus(truck) in 1517, GD HQ in 1625 Playtesting: Jan Larsson, Göran Björkman, Anders Brinck, Edvard
18 in 1321, 5, 505 in 1739; 277 in 1540; 259 in 1539; 279 in Brink
1538; 232 in 1232; 102 in 0728; 185 in 0919; 904 in Special Thanks: Geoff Noble, Cezary Domalski
1015; 909 in 0915; 507 in 1209; 276 in 1208; 7 in 1408, 190 in
1106; 24 in 2925; 7PZ HQ in 1915