A Note on Copyright:

GERMAN EAGLE VS. RUSSIAN BEAR is COPYRIGHTED -- NOT Public Domain -- and FREE under the following conditions:

  • Schools, libraries, and museums are free to make and keep copies for in-house educational use or nonpermanent loan/circulation ... in gratitude for the fine education and research assistance I have always received from such institutions.
  • An individual is free to make one personal copy of GERMAN EAGLE VS. RUSSIAN BEAR for his/her own personal use.
  • All other rights -- including publishing rights -- are reserved to me.


    Please direct any questions about the game to:

    Lou Coatney, ELCOAT@Hotmail.com or CL52@yahoo.com
    626 Western Ave., Macomb IL 61455

    Cataloging in Publication:

    Coatney, Louis Robert, 1946-
    German Eagle vs. Russian Bear: A World War II Russian Front boardgame kit. 2d ed. [game] Juneau, AK: Louis R. Coatney, copyright 1993.
    ii, 22p. rules folder, map in two parts, 1 sheet of pieces, 2 charts, a note to teachers. Bibliography, p. 19.

    1. World War, 1939-1945--Campaigns--Soviet Union. 2. Soviet Union--History--German occupation, 1941-1944. 3. War games. 4. Educational games. I. Title.

    D764.C632g 1993
    940.542 COATNEY

    I. Dedication:

    GERMAN EAGLE VS. RUSSIAN BEAR is dedicated as a token of remembrance, gratitude, and respect to the Polish, Russian, and other Eastern European and Soviet peoples who were our Second World War Allies and who suffered, endured, and contributed so much for Allied Victory over Nazism.

    II. Introduction:

    GERMAN EAGLE VS. RUSSIAN BEAR is an educational 2-player strategic simulation game modeling the historical decision-making situations of the Axis and Soviet commands on the Russian Front -- or The Great Patriotic War, as the Soviets memorialize it -- from the time of the Nazi invasion in 1941 to the liberation of Soviet territory in 1944. Short, hour-long scenarios, depicting the most critical phases of the war -- such as the first defeat of Blitzkrieg in 1941-42 -- can be used.
    Indeed, it is the early defensive/counteroffensive battles of the Second World War which many historians feel are the greatest Allied victories. In England and America, for example, the Battle of Britain, the back-and-forth battles in North Africa, the Soviet derailment of the German war machine in Russia, the dramatic naval Battle of Midway, and the brutal land, naval, and air battles around Guadalcanal are most often studied. Although students may find themselves serving as Ais commanders in military history games -- sinking Allied ships, for example -- this is accepted in the spirit of learning.
    GERMAN EAGLE VS. RUSSIAN BEAR can be used as an instructional aid in history classes -- the intended purpose of its 1987 publication by the U.S. Educational Resources Information Center (ERIC) -- or as a standard game (using the 1941-42 scenario) in tournaments. In either case, the "Game Analysis and Results Form" should be used.
    The scale of GERMAN EAGLE VS. RUSSIAN BEAR is one month of real time per game-turn, 140 miles/240 kms per hexagon width and corps/army/front (50,000-250,000 men) in unit level. Like the Soviet T34 tank, this historical game was conceived to be of simple manufacture, but of superior design, having the essential decision-making variables of the campaign's military operations.
    Although such a game can be highly absorbing and uniquely educational, its players should never forget the grief and destruction which accompanied the invasion. It is estimated that 27 million Soviet men, women, and children died in this holocaust. Nevertheless, the player commanding the Axis forces should do his/her best in the game, to show the gravity of the Nazi military threat and the greatness of its historic defeat by the peoples of the Soviet Union.

    III. Components:

    IV. Victory conditions:
    To win the game, a player must be able to trace a supply line into each of the total number of victory cities indicated for him on the Victory Determination Table during any one of his Victory Determination Phases -- VDPs -- which occur toward the end of the opposing player's player-turns. This number can be modified by Rules V.A.1.a. or X.A.1.c.3.
    Each of the following 10 cities are "victory cities": Leningrad (104), Warsaw (401), Moscow (406), Gorki (408), Kiev (603), Ploesti (801), Sevastopol (1003), Rostov (905), Stalingrad (907), and Grozny (1207).
    In 1941 only, the instant the Axis Player takes Moscow for the first time -- and also in his VDP of that same turn if he controls it -- he can pick any 2 numbers on the die and roll for immediate victory. Neither chance ever comes again.

    V. Strategic options:

    VI. Sequence of play: See Charts and Tables Sheet 1.

    VII. Weather determination and effects:

    VIII. Dispersal:

    In GERMAN EAGLE VS. RUSSIAN BEAR, this is a basic function. A unit can be dispersed as a result of combat, at its completion of strategic movement by land or by sea, or upon its (re-)entry into the game as a replacement unit. (A dispersed unit is so indicated by being flipped upside down.)

    IX. Strategic movement:
    To be moved strategically, a unit must be undispersed. A unit is then dispersed at the end of its strategic movement by land or sea. A unit may not move strategically both by land and by sea in the same Replacement/Reinforcement & Strategic Movement Phase (R/R&SMP).

    X. Replacements and reinforcements:

    XI. Terrain Effects:

    XII. Fortresses and field fortifications:

    XIII. Operational movement, attacks, combat resolution, breakthroughs, retreats and advances, and "stacking":

    XIV. Soviet partisans:

    During each Soviet Supply Status Determination Phase in 1942, 1943, and 1944, the Soviet Player may cast a die to see whether and how many (more) partisan markers he may place in hex areas. A roll of 1, 1-2, and 1-3, respectively in those years, indicates that the Soviet Player may deploy one partisan marker that month. (Any other result means no additional partisans.)
    A Soviet partisan unit may not be put in a hex which is outside the USSR's 1941 borders or already occupied by an Axis unit. It may not be put in a fortress, and an Axis-controlled fortress would remain so, even if its surrounding area falls under partisan control.
    Once deployed, a Soviet partisan marker may not be moved strategically or operationally. An area under its control blocks Axis supply, strategic movement, and retreat., as would any other Soviet-controlled hex.
    A Soviet partisan marker is immediately and automatically eliminated by an Axis army or SS unit entering its hex and staying there the rest of the turn.

    XV. Supply and isolation:

    XVI. Control:

    XVII. Game lengths, scenarios, and orders-of-battle/set-ups: