NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!

Here is a link to GENERIC DOCUMENTATION ...also see TERMS and MARKERSBattle Support ExplainedFAQ, and Privacy Policy

Game webpage

DEMYANSK POCKET specific documentation

VICTORY CONDITION: The whole campaign and victory condition focuses on opening and keeping open a route between the city of Demyansk and the city of Stara Russia (upper-left corner of the map) for at least 9 consequtive turns. If the route breaks, the counter resets.

Demyansk: Units encircled in the Demyansk pocket receive partial supply from the village of Demyansk. German units will not lose hit points (HP) if they have a land route to Demyansk, but they may not receive move points (MP). However, airfields provide two MPs each.

Victory Points [VP, Victory Conditions, Game over]: The target of the campaign is to gain Victory Points (VPs). These can be gained from cities by controlling the hexagon city is in. A game ends when the player reaches over the set limit of Victory Points (this varies by campaign, the required number of VPs is shown both at the War Status). Please note that in many campaigns you need to control MORE THAN the set limit of VPs or ALL the VPs. It is also possible that special victory conditions apply and cities need to captured in certain order or a route opened between specific cities. Similarly, the campaign ends when the total number of VPs controlled by the player drops under the set limit (usually 1 or 10 Victory Points). Note that the VP victory conditions are checked AFTER the AI movement phase (which follows the player movement phase).

Route: The whole scenario and victory condition focuses on opening and keeping open a route between the city of Demyansk and the city of Stara Russia (upper-left corner of the map).

SPECIAL: Airfield = Airfield used by Luftwaffe to deliver supplies (in this particular case move points) to encircled units. If airfield is captured by the Red Army it will be permanently destroyed and a fair chunk of the movement ability within the encirclement lost.

MG/MP40 = Submachineguns or machinegun. Attack bonus vs infantry.

(*) Experienced units gain special skills.

GERMAN-AXIS UNIT TYPES:

German Infantry: Regular Werhmacht infantry division. Usually most +1 HP replacements arrive as basic infantry.

Auxiliary: Weak infantry unit, more likely to withdraw under pressure.

Lithuanian Auxiliary unit. The same as German Auxiliary, but cannot use the German auxiliary replacements.

Motorized: Effectively mechanized Infantry with two moves.

Spanish Blue Division: Strong volunteer based Division from Spain (Germans sometimes referred to it as 250th Infantry Division).

WSS: Strong motorized WSS formation. Two move points. Less likely to withdraw and scatter.

Stug III unit: Assault Gun formation. Less HP, Two move points.

Airfield/Airforce: If an airfield (used by Luftwaffe to supply the encircled units) has full moves, it can give two move points to any own unit within 10 hexagons.

Artillery: Tap enemy unit to bombard it (this action requires full move points). Bombardment can result in a loss of HP, loss of MPs, increase in Fatigue, or be ineffective (IE). Operational range is shown with a circle when unit is selected. If attacked by enemy unit this type of unit might withdraw multiple hexagons and lose extra MPs.

SOVIET (RED ARMY) UNIT TYPES:

Infantry: Regular Soviet infantry unit, backbone of the Soviet Red Army, gets most of the replacements (+1 HP).

Guards: Units in the Soviet armed forces were awarded Guards status after they distinguishing themselves in service.

Cavalry: Weaker unit but with either one or two move points each turn. More likely to pull back under pressure.

T-26 tank: Weak early-war armored unit, less HPs.