Game-turns 1-10 - Barbarossa's Climax:
The German player immediately wins if he controls, in supply, Tula, Yefremov, and Yelets - and either Serpukhov or Kashira or Kolomna - during any German Victory Determination Phase.
The Russian player wins if, at the end of the German Turn 10 player-turn, he controls, in supply, Tula, Serpukhov, Kolomna, Ryazan, and Yelets. Any other result is a draw.
The game ends here, unless both players had agree to play on, if there was a draw.
Game-turns 11-16 - The Russian Winter Counteroffensive:
The Russian player wins if, at the end of the 16th turn, he controls, in supply, all the cities on the mapboard.
The German player wins if, at the end of the 16th turn, he still controls, in supply, Mtsensk, Orel, Yefremov, and either Tula, or Stalinogorsk or Yelets.
Any other result is a draw.
Russians (on or adjacent to but no farther west than the cities indicated):
Tula: Lelyushenko, 4. Tank Brigade, 11. TB, 1. Guards Rifle Division, 4.GRD, 6.GRD, 1. Katyusha Rocket Regiment, 34. NKVD Regiment
Yefremov: Kreizer, 121. TB, 133. TB, 150. TB, 137. RD, 239. RD, 269.RD, 29. Kavalry Division, 41. KD
Yelets: Gorodnyansky, 143. RD, 155. RD, 307. RD, 52. KD, 55. KD
And Bryansk Front Aviation, off map.
Germans, anywhere within the 10 hex area marked, around Orel and Mtsensk:
3. Panzer Division, 4. PzDiv, 10. Motorized Infantry Division, 31. Infantry Division - the starting strengths of the previous units are marked with an "S" - 131. ID, Gross Deutschland Motorized Regiment
And von Richtofen's 7. Fliegerkorps is available, off map. (Loerzer's 2. FK is not used in the game,)
Special First Turn Rule: There is no 1st Turn German player-turn. Only the Russian Tula units may move in Turn 1. In Turns 2 and after, the German player-turn then comes first.
Replacements/Reinforcements - 10. Army is omitted because it attacked due west of Tula into another German army's area, after the start of the counteroffensive. 61. Army *is* there.
Replacements - including units which were previously eliminated:
Starting with Turn 2, the Russian Player receives 1 tank brigade - weakest first - 3 1-factor infantry divisions, and 1 kavalry division in each turn, unless all such units are already on the map. These may enter the map by railroad from a friendly-controlled map edge - not the western edge - and are Disrupted on the turn of their arrival.
Reinforcements - Russian reinforcements start UnDisrupted in Tula or any of the major cities or along the eastern mapboard edge. German units start UnDisrupted on any of the 6 western mapboard edge hexes which include Orel.
Turn 2 (66%Mud/33%Good weather):
German: 2. Panzergruppe Headquarters (Guderian), 17. PzDiv, 18. PzDiv, 25. MID, 112. ID, 167. ID
Russian: Yermakov (on Tula), 1-factor Tula people's defense
Turn 3 (Mud):
German: 29. MID, 56. ID, 134. ID, 262. ID
Russian: 108. Tank Division, 413. RD
Turn 4 (Mud):
German: 293. ID and 1 infantry replacement level
Russian: Tula people's defense becomes 2 factors. Lelyushenko and one GRD withdrawn from game.
Turn 5 (Mud):
Russian: 57. NKVD Brigade
Turn 6 (From Turn 2, Mud->Hard Frost/Good.>Mud):
German: 1 panzer replacement level (from eliminated panzer unit levels, if wished)
Russian: 293. RD, Tula people's defense becomes a total of 3 factors. Yermakov replaced by Boldin.
Turn 7 (Hard Frost(=Good)):
German: 48. ID
Russian: Belov, Popov, 1. and 2. Guards kavalry divsions, 34. Motorized Rifle Brigade, 15. Guards Katyusha Rocket Regiment
Turn 8 (Hard Frost):
German: 1 infantry replacement level
Turn 9 (Hard Frost):
Russian: 112. Tank Division
Turn 10 (and thereafter, Snow):
Turn 12: Belov, the Guards cavalry divisions (or any two), and the 112. TD are withdrawn (to strike due west, historically).