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Soviet Player Book

The document outlines the Soviet Player Book for the game 'Panzers Last Stand,' detailing various activation types, air points, and replacement tables for Soviet units. It includes specific rules for activation phases, unit arrival times, and terrain effects on movement and combat. Additionally, it provides information on Soviet order of arrival and the mechanics for returning destroyed heavy tanks and AT units to play.

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powerboat501
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0% found this document useful (0 votes)
2 views

Soviet Player Book

The document outlines the Soviet Player Book for the game 'Panzers Last Stand,' detailing various activation types, air points, and replacement tables for Soviet units. It includes specific rules for activation phases, unit arrival times, and terrain effects on movement and combat. Additionally, it provides information on Soviet order of arrival and the mechanics for returning destroyed heavy tanks and AT units to play.

Uploaded by

powerboat501
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
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The Gamers, Inc.

Panzers Last Stand:


Soviet Player Book
©2021. Multi-Man Publishing, LLC. All Rights Reserved.

Soviet Air Points Soviet Replacement Table


Do not roll or add these on the first turn of any scenario.
# = Steps Available
Weather (#) = AV Steps available which can only be used
Die Poor Normal Good Die AV Non-AV for Soviet Mech Brigades
1 0 2 4 1 2 5 Don’t forget the Soviet AT unit return rule 3.2.
2 0 3 6 2 2 (1) 5
3 0 4 8 3 3 (1) 7 Nationality does not affect the use of a side’s
4 0 4 8 4 3 (2) 8 Repls.
5 0 5 10 5 4 (2) 10 Heavy Tank units and Soviet AT units cannot
6 1 5 10 6 4 (3) 12 make use of regular AV Repls (1.9).

Activation Types
Can be
Pre- Ignored Special Rules & Modifications to standard
Tier? Type How Awarded? or
Designated? BCS Activations
Replaced?

Yes, in the
Requires expending a Primary
Primary Orders Second Activation allowed.
Allotment.
Phase.

Yes, in the
Requires expending a Surge Second Activation allowed. These may
1 Surge
Allotment.
Orders
have geographical restrictions.
Phase.

Required if suffers a Spoiling Second Activation allowed. Formation


Tier 1
Attack while in another Tier cannot conduct a Recovery Activation
Spoiled
1 Box. or Failure Flip (unless Fat-4).

Requires expending a Second Activation allowed. These may


Response
Response Allotment. have geographical restrictions.

Requires expending a
Secondary No Second Activation allowed.
Secondary Allotment.

Second Activation allowed. HQ must


Soviets Only.
Budapest Yes start initial Activation w/i 6 of any
Free, if requirements met.
2 Budapest Urban hex.

Second Activation allowed. Can only


Reinforcements Free, if requirements met. Yes be done on the turn the HQ arrives on
the OOA.

No Second Activation allowed.


Required if suffers a Spoiling
Tier 2 Formation cannot conduct a Recovery
Attack while in the Available
Spoiled Activation or Failure Flip (unless
Formations Box.
Fat-4).

Multi-Man Publishing, LLC. 403 Headquarters Drive, Suite 8, Millersville MD 21108


© 2021 All Rights Reserved. Page 1
Panzers Last Stand, BCS #4

Soviet Activations Chart


Date Primary Allotment Secondary Allotment
2 Jan 0 1
3 Jan 1 2
4 Jan 2 2
5-27 Jan 3 4

See Scenario for values in February and March.

Soviet Surge Chart


January scenarios only.
Soviet Allotments
Surge Response
Konrad III (2.2)
Entry Turn 0 3
Each Turn Thereafter 0 3
Duration: 10 Turns
Location: Axis player selects either North or South of the Danube Surge Line.
All Activations from Konrad III (both Surge and Response) must be performed on the
chosen side.

Surge Response
6 Gds Tank Army (3.4)
Entry Turn 4 0
Each Turn Thereafter 4 0
Duration: 10 Turns
Location: North of the Danube Surge Line ONLY. All Activations from 6 Gds Tank
Army (both Surge and Response) must be done North of the Danube Surge Line.

Add Allotment number(s) shown, if applicable, to those on the Activation Chart.

Dates to Remember
Earliest use of Konrad III: 12 Jan

Formation Return time in Konrad III: 2 turns (earliest would be 14 Jan)

Earliest use of 6 Gds Tank Army: 6 Jan

Both offensives could be run simultaneously (add their effects together), but they only
apply to January scenarios.

Page 2 Multi-Man Publishing, LLC. 403 Headquarters Drive, Suite 8, Millersville MD 21108
© 2021 All Rights Reserved.
The Gamers, Inc.

Soviet Order of Arrival


All units are Soviet
Turn Entry Area Units
3 Jan 45 At HQ assigned 438 AT Rgt
595 AT Rgt

K 30 Rfl Corps (I/36, II/36, III/36 Gds Inf Rgt)

5 Jan 45 At HQ assigned 1172/9 AT Rgt


24 AT Bde

11 Jan 45 At HQ assigned 2 AT Bde


11 AT Bde
1202 SU Rgt

15 Jan 45 At HQ assigned 991 SU Rgt [1]

At 2 Gds Mech HQ 2 Guards Mech Corps (1509 SU Rgt [1])

I 113 Rfl Div (HQ (Fresh), 239 AT Bn, 1/1288, 2/1288, 1/1290, 2/1290, 1/1292,
2/1292 Inf Bn, Combat Trains)

16 Jan 45 Remove 7 Rom Corps (all)

17 Jan 45 I or J 133 Rfl Corps (HQ (Fat-0), AT AT Bn (+), I/21, II/21, III/21, I/104, II/104,
III/104, I/122, II/122, III/122 Inf Rgt, Combat Trains)

10 AT Bde (Assigned 133 Rfl)

19 Jan 45 At HQ assigned 49 AT Bde

20 Jan 45 At HQ assigned 1891 SU Rgt

G or H Viktorov Mech Grp (HQ (Fat-0), 53 Motorcycle Rgt, 3 Gds Motorcycle Rgt,
32 Gds Mech Bde, 249 Tk Rgt [1], 252 Amphibious Bn, 188 Res Inf Rgt, 65 Eng Bde,
Combat Trains)

374 AT Rgt (Assigned Viktorov)

21 Jan 45 w/i 1 30 Rfl HQ 30 Rfl Corps (I/74, II/74, III/74 Inf Rgt)

H 135 Rfl Corps (HQ (Fat-1), AT AT Bn (+), I/233, II/233, III/233, I/236, II/236,
III/236 Inf Rgt, Combat Trains)

22 Jan 45 Add 2 Arty Points

w/i 1 104 Rfl HQ 104 Rfl Corps (I/3, II/3, III/3 Guards Abn Inf Rgt)

K 35 Gd Corps (HQ (Fat-1), AT AT Bn (+), I/38, II/38, III/38, I/78, II/78, III/78,
I/163, II/163, III/163 Inf Rgt, Combat Trains)

23 Jan 45 L 23 Tk Corps (HQ (Fat-0), 82 Motorcycle Bn, 3, 39, 135 Tk Bde, 56 Inf Bde,
1443 ISU Rgt, 1501 AT Rgt, Combat Trains)

Multi-Man Publishing, LLC. 403 Headquarters Drive, Suite 8, Millersville MD 21108


© 2021 All Rights Reserved. Page 3
Panzers Last Stand, BCS #4

Terrain Effects
Movement Type Terrain for Blocking Key
Terrain Leg Tac Truck Combat/Barrage? Terrain? Terrain?
Open 1 1 2 - - -
Primary Road 1/2 1/2 1/4 - - -
Secondary Road 1/2 1/2 1/2 - - -
Track 1/2 1 1 - - -
RR 1 2 2 - - -
Woods 1 STOP STOP Yes Yes -
Forest 2 STOP STOP Yes Yes -
Marsh All P P Yes - -
Rolling 1 3 4 Yes Yes -
Slope +1 P P Yes Yes -
Massive River P P P Yes (1) - Yes
River +2 P P Yes (1) - Yes
Stream +1 +1 +4 Yes (1) - -
Point of Interest ot ot ot - - -
Village ot ot ot Yes Yes -
City ot ot ot Yes Yes Yes
Urban ot ot ot Yes Yes Yes
Water Barrier P P P - - -

Unlisted features have no movement or combat effects.

ot = use other terrain in the hex for this purpose.


STOP = See 4.1e

Poor Trafficability: All Truck MAs are HALVED. This effect is NOT cumulative with being halved for a Partial SNAFU result.

Notes:
(1) Apply the Hexside Terrain DRM on the Combat Table for these Terrain Features if the Attack unit is attacking across it.
These never apply to Engagements or Attack by Fire.

Dead Heavy Tanks (1.9a) and


Soviet Support AT Return (3.2b)
If a Heavy Tank unit or Soviet AT unit (capable of being in Support) is destroyed in any
way, roll one die. The unit returns to play that many turns later as a Reinforcement with
one step remaining.

Page 4 Multi-Man Publishing, LLC. 403 Headquarters Drive, Suite 8, Millersville MD 21108
© 2021 All Rights Reserved.

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