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

PANZERS TO LENINGRAD1941 specific documentation

The goal of the campaign is to BOTH seize the city of Leningrad and control over 130 Victory Points (VPs).

Fuel: Armoured, Motorized, and Air Force units need fuel to move and attack. The amount of fuel is shown on the lower-right corner of the unit with an orange marker - XX is shown if the unit is out of fuel. Use Fuel Depots to transport fuel from German Supply Cities (marked with SU) closer to the front line, and then use Fuel Trucks to distribute fuel from Fuel Depots to the combat units which need fuel. Rear area road movement might not always consume fuel. The General can give up 5 MPs to get one +1 fuel (emergency fuel) resources.The dotted circle around the fuel depot represents the amount of fuel left, making it easier to visually see which tanker is empty and which is full.

Fuel: Armoured, Motorized, and Air Force units need fuel to move and attack. The amount of fuel is shown on the lower-right corner of the unit - XX is shown if the unit is out of fuel. Use Fuel Depots to transport fuel from German Supply Cities closer to the front line, and then use Fuel Trucks to transport fuel from Fuel Depots to the combat units which need fuel.

Orange XX marker: Shows the amount of fuel, or in the case of XX the unit is out of fuel and cannot move.

GERMAN UNIT TYPES:

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

Pz4: German Tank division. Two move points. Backbone of German Armored forces.

Motorized Infantry: German mechanized Infantry with two move points.

WSS: Motorized elite infantry with two move points, less likely to withdraw under pressure.

Dugouts: Defense structure: Must be placed on the border of a fully controlled province. Dugouts located too far away from the active front line might be either removed from play or returned to the resource pool. Dugout completely surrounded by deep enemy area might either surrender or break out (=turn into infantry unit with limited MP capacity). Dugouts cannot be moved or receive resources, and, usually, they cannot receive replacements (+1 HP).

An air force unit can bombard enemies, recon unknown areas, airsupply encircled units, and protect nearby units from enemy strafing. To bombard, select an enemy within range (shown as a circle) and use full move points. Bombardment may reduce HP, MPs, or increase fatigue but may also be ineffective. Larger or mobile units in open terrain are easier targets, while swamps/forests provide cover. Bombarding hexes with multiple units improves hit chances. If attacked, air units may withdraw, losing MPs and turns. Recon reveals enemy areas by selecting a hexagon, identifying nearby units. Airsupply an encircled unit by tapping it, reducing siege turns and adding 1 MP (which may not result in positive MPs if negative). Bombing range is shown as a circle, while airsupply/rebase ranges are slightly larger. Air units also reduce the risk of enemy strafing for nearby units, with effectiveness varying by campaign scale and proximity.

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 the unit is selected. If attacked by an enemy unit this type of unit might withdraw multiple hexagons and lose extra MPs.

Fuel Truck: Transport fuel from Fuel Depots to Armoured or Motorized units.

Fuel Depot: Bigger Fuel depot, from which Fuel Trucks can distribute the fuel to ground combat units, or units can directly get fuel from. Fuel Depot can refuel itself from any own supply city (marked with the letters SUP and possibly with a yellow circle around the city). The dotted circle around the fuel depot represents the amount of fuel left, making it easier to visually see which tanker is empty and which is full. Extra -1 MP for crossing rivers. Extra MPs available when Depot is empty. Fuel depot may dump 8 fuel to gain 1 extra MP. Extra -1 MP for crossing rivers.

Generals/Commanders and their actions: See generic guide for the regular features of this unit type.

SOVIET UNIT TYPES:

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

T-26 unit: Weak Soviet Tank formation (Division or Brigade), majority of armored formations during the first year of Operation Barbarossa.

T-34 unit: Soviet Tank formation (Division or Brigade), which later in the Second World War formed the majority of the Red Army armored formations.

KV unit: Heavy Soviet Tank formation (Division or Brigade), bonus vs medium tanks.

Motorized: Mechanized Infantry with two move points, fairly rare during the first year of Operation Barbarossa.

Dugouts: Immobile defense structures of various strengths mostly meant to represent defensive lines or slow down progress of seizing enemy cities.

AI Commander: Supports enemy units in combat and provides extra MPs to combat troops just like a General commanded by the player does. Chance of capturing the enemy commander (moving into the same hexagon) is roughly 50 percent, partly depending on the MPs of that commander (if you push a commander back several times and it has negative MPs it will be easier to be captured).