Scenariobook: Living Scenario Book March 2014

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Living Scenario Book March 2014

S C ENA RI O B O O K
Table of Contents
17.0 Scenarios................................................................ 2 Design Notes.................................................................. 10
17.1 Operation Barbarossa.................................................... 2
Example of Play............................................................. 12
17.2 Fall Blau........................................................................ 4
17.3 Operation Zitadelle....................................................... 6 Abbreviated Sequence of Play..................................... 20
17.4 Operation Bagration...................................................... 8

This is the “Living Rules” document for the game. It in-


cludes errata and clarifications to the original rules. To aid
readability, errata is indicated in blue text.

GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308


www.GMTGames.com
2 The Dark Valley ~ Scenario Book

17.0 SCENARIOS Additional Abbreviations used in the


Scenario Book:
The following details various scenarios that can be played.
BMD = Baltic Military District
In each case, players set-up as per the instructions below,
AGC = Army Group Center
and begin the game on the stated turn, but skipping the
AGN = Army Group North
Reinforcement/Replacement phase on the first turn of
AGS = Army Group Soouth
the scenario.
WMD = Western Military District

Operation
Barbarossa
a Military District must contain a Soviet unit. Apart from
17.1 Operation Barbarossa this, units may set up anywhere within the boundaries of
“Barbarossa” was the code name for the German their Military District.
invasion of the Soviet Union, which was expected to To aid in set up the Soviet towns/cities listed on counters
eliminate all organized Russian resistance before the are located as follows: Tallin: 3804 Narva: 4304 Kowel:
onset of winter. Initially appallingly successful, the 3529 Polotsk: 4416 Nevel: 4614 Korosten: 4330 Balta:
campaign ultimately failed to achieve its goals, and 4539 Fastov: 4633 Cherkassy: East map 1134 Krasnodar:
saw the Germans thrown back in December by a Soviet East map 3147 Simferopol: East map 1849 Kaluga: East
counteroffensive at the gates of Moscow. map 2019 Orel: East map 2123 Gomel: East map 1026
17.1.1 Barbarossa and Campaign Set-Up Velikie Luki: East map 1013. To clarify the borders be-
The Soviet player sets up first. Place all units with a tween the Military Districts, the BMD ends at 3319 and
specific set up hex in the listed hex-ignore overstacking 3419, the WMD ends at Brest-Litovsk, and the KMD
for now. Then place all R-designated (Reserve) units in ends at 3640.
any town or cities in the USSR, outside the border Mili- The Axis player sets up second. He sets up all units of
tary Districts, that do not already contain a Soviet unit; Army Groups North, Center, and South in Greater Ger-
maximum of one R unit per hex. Next, move enough over- many. There are no setup requirements, but during the
stacked units into adjacent hexes to meet stacking limits. initial Combat Phase of Turn 1 only units of Army Group
Finally, set up the units listed as starting in non-specific North may attack Soviet Baltic Front units, only units of
hexes in the Military Districts. Every border hex from Army Group Center may attack Soviet West Front units,
hex 2914 to hex 3036 must contain a Soviet unit. Every and only units of Army Group South may attack Soviet
border hex from hex 3136 to hex 4547 must contain or be Kiev Front units.
adjacent to a Soviet unit. Every Fortified Zone and City in
© 2013 & 2014 GMT Games, LLC
The Dark Valley ~ Scenario Book 3

Set up Depots in the hexes listed on each Depot unit. Army are immediately eliminated (non-owning player’s choice)
Group North’s Air unit must base in any town or city in that Pocket (but IS units not adjacent to an In Supply
within three hexes of Königsberg. Army Group Center’s German unit are never affected.) Note that no die roll is
Air units must base at Warsaw. Army Group South’s Air needed for a Pocket that consists of a single Soviet IS unit
units must base at Lublin and Radom. adjacent to an In Supply German unit.
R units must set up in Romania. German and Romanian On Turn 1, the Soviet player receives two City Defense
units may stack. The Romanian air unit is available for markers. Starting with the End Phase of Turn 1, these
use. may be placed one per city. Cities without a City Defense
Place the Game Turn marker on Turn 1. Place the Axis VP marker are treated as Towns for ground combat purposes
marker on the “14” space of the General Records track. (they are always cities for bombardment, ZOC, Stavka
Place the Stalin Mandated Counterattack marker on the etc.). Once placed a marker remains in that city until either
“0” space of the General Records Track. the city falls to the Axis, or the next end phase, at which
time the Soviet player may choose to place the marker
Place an Axis Combat/Move marker “Combat” side up elsewhere. This rule is in effect until the end of Turn 7-
on the “1” space of the General Records Track. Place starting on Turn 8, all Soviet cities revert to being cities
an Axis Combat/Move marker “Move” side up on the in all respects for the rest of the game.
“2” space of the General Records Track. Place the other
available Action chits in an opaque container for random On Turns 2, 3 and 4 the Axis player may return the 1st and
drawing after the Axis completes first his Combat then 2nd Panzer HQs to the Activation cup immediately after
Movement rounds. use, allowing them to be drawn twice on each of those
turns, provided that the two HQs are not within 8 hexes of
17.1.2 Special Barbarossa/Campaign Rules one another at any point during any of these activations.
The Barbarossa scenario starts with the German Combat On Snow turns 7-9 the following First Winter effects
Chit. No units (including supply depots) may enter, move, occur:
or attack into or out of Romania or Hungary on Turn 1. (i) The Soviets double the Combat strength of all
(Axis units may move within Romania.) Soviet units that supplied Shock Armies on attack (only).
start in the Odessa Military District may not move or at-
(ii) German Air units automatically change status to
tack on Turn 1. Axis air is unavailable during the initial
Done after performing any single action, including
Combat Round; it is available thereafter (the Luftwaffe
moving their Base counter.
is initially busy destroying the Red Air Force). German
units ignore minor rivers for all purposes and treat major (iii) Axis units not in or adjacent to a friendly
rivers as minor rivers on Turn 1. German Mechanized controlled town/city are treated as OOS for the
units may treat swamps as forest for movement costs on purposes of combat (unless already IS) at the instant
Turn 1. All Axis units are In Supply throughout Turn 1. of combat.
All OOS German Mechanized units have their MPs re- Optional: Players may consider the Fort at Odessa De-
duced to 5 rather than 3 on Turn 2, and treat IS as OOS stroyed (place a Fort Destroyed Marker) at the start of the
during Turns 2-4. Soviet units may not trace LOS or LOC game if they wish to boost the Axis in the south.
through unoccupied (by other Soviet units) hexes outside
the Soviet Union on Turns 1-3. On Turns 1-3 German 17.1.3 Scenario Length and Victory Conditions
Motorized units double their combat factor on defense in The Barbarossa scenario is 8 turns long. Victory is de-
clear terrain, and double their attack strength if stacked termined as follows:
with at least one panzer division attacking a clear terrain
Axis Victory: The Axis player wins immediately at the
hex (this doubling does not apply if there is any other
end of any Victory Check Segment if either of the fol-
terrain feature in the hex; e.g., a town).
lowing Victory Conditions apply:
Because of the shorter time scale of Turn 1, not all Iso-
• The Axis player controls Moscow and either
lated Soviet units adjacent to enemy units are eliminated.
Leningrad or Kiev, or
Instead a die roll is rolled for each Pocket to determine
how many steps are eliminated. A Pocket is defined as • The Axis player has 33 VPs at the end of Turn 8.
a contiguous group of any number of Isolated units not Soviet Victory: The Soviet player wins at the end of Turn
separated from one another by empty hexes, German 8 by avoiding all Axis Victory Conditions.
units, or ZOC in hexes not occupied by a friendly Isolated
unit. For each Pocket roll one die-that number of steps
© 2013 & 2014 GMT Games, LLC
4 The Dark Valley ~ Scenario Book

Fall Blau
17.2 Fall Blau
eliminated units in their respective Eliminated Units
“Fall Blau” (“Case Blue”) was the code name for Hit-
piles as indicated below. Finally any withdrawn units
ler’s 1942 summer/fall offensive in the east. The goal
that may return are placed in the Other Fronts box.
was to block the Volga at Stalingrad, and then capture
Some Soviet units must be placed in the Reserve box
the oil fields of the Caucasus, starving the Soviet war
machine of the fuel needed to run it. After coping with as indicated below.
a Soviet offensive at Kharkov in May, and clearing the Soviet Units Out of Play: All 1941 Mechanized corps, 24
Crimea, Blue was launched in late June. Despite deep 1-4 Rifle divisions, all 2-4 Rifle divisions, 1 1-5 NKVD
advances into Soviet territory, the Russians avoided Motorized division, the Crimea, Leningrad, and Moscow
large-scale encirclements, and Hitler’s growing obses- Militia corps, the Katukov Tank Brigade, all non-Guard
sion with occupying Stalingrad (mostly because of the Cavalry corps, 1 tank corps.
symbolic significance of its name) drained the Caucasus
advance of the troops and supplies needed to reach its Soviet Units in the Eliminated Pile: 6 5-4 Rifle Armies,
goals. In November a Soviet counteroffensive trapped 4 Tank corps, 1 Guard Cavalry corps, 1 Paratroop (Air-
the German 6th Army at Stalingrad, bringing German borne) corps.
hopes of conquering the Soviet Union to an end. After Axis Units out of Play: 1 Air unit and Base, 1 Panzer HQ,
Stalingrad the Germans would be fighting for stalemate. German 1st Cavalry Division, Italian CSIR, Hungarian
17.2.1 Case Blau Set Up Schnell Corps.
The start line for this scenario is shown by the Axis Units Withdrawn: 7th Panzer Division.
red-dashed line on the game map.
The Soviet player now flips any 20 5-4 Rifle armies to
Both players take all their units from those available at their reduced side. He then sets up all his units. All units
the start of the campaign game through their Turn 12 must set up on or east (west in the case of the Sevastopol
Reinforcements (inclusive). Each player then removes front) of the 1942 Front Line, marked on the map with
from the game units that are either eliminated and can- a red, dashed line, with the exception of 1 Shock Army,
not be replaced, or are withdrawn/converted and will not 4 Tank corps, and 1 Guard Cavalry corps, which must
return to the game. Each player also places replaceable set up in the Stavka Reserve box. Every Front Line hex
© 2013 & 2014 GMT Games, LLC
The Dark Valley ~ Scenario Book 5

must contain a Soviet unit or ZOC. Note that the ZOCs of


units not adjacent to the start line do not count toward this
requirement to cover every front line hex with a unit or
ZOC. No Soviet Shock armies or HQs (Stavka/Zhukov),
and no more than three Tank corps, may set up south
of hexrow xx24. Every Soviet-Controlled Oil hex, and
each of the four Soviet Towns on the Black Sea (Taman,
Novorossiysk, Tuapse, Sochi) must contain at least three
Soviet defense factors worth of units.
Developer’s Note: Make sure you place units in hexes
1102 and 1203 to the east of Leningrad, otherwise you
risk the city being Isolated during the first Logistics
check. 17.2.2 Fall Blau Special Rules
The first Turn of the scenario begins with the first Action
The Axis player now takes 20 German Infantry step losses Round. The German player may choose to launch Fall
totaling at least 40 Attack Factors. He may distribute these Blau, in which case he chooses the first two Initiative
as he sees fit, by reducing or eliminating units. He must chits, or wait until July, in which case he chooses only
now flip to their reduced side eight German Panzer divi- one Initiative chit this turn. All remaining Action markers
sions, distributing the losses as he sees fit. He must then (except, naturally, Stavka) available in June 1942 go into
take three Romanian step losses, of any type, distributing the Action Cup along with the Logistics chit. The German
these as he sees fit. He then places all units on the map on Assault Gun Support unit and the Romanian Air unit, and
the Axis side of the start line. Every Front Line hex must all in play Soviet Air units are available for use.
have an Axis unit or ZOC. Axis Supply Depots must set
up on rail hexes, and German Air units and Air bases must In this scenario only, Manstein may not be placed more
set up in Axis-Controlled cities and towns. than five hexes from Sevastopol until Sevastapol is in Axis
control (Manstein commanded the 11th Army at the time).
In all cases stacking limits must be observed. Note that
Soviets units in the Leningrad area will begin the game 17.2.3 Scenario Length and Victory Conditions
in an OOS state, and should be marked as such (13.2). Case Blau begins on Turn 12 and is 6 turns long. The Axis
currently have 31 VPs. Victory is determined as follows:
Design Note: If the Germans choose to starve Lenin-
grad out in 1942 they almost certainly can, although Axis Victory: The Axis player wins immediately at the
the Soviet player can certainly max his setup in hexes end of any Victory Check Segment if any one of the fol-
1102 and 1203 so it isn’t easy. What saved Leningrad lowing Victory Condidtions have been fulfilled:
historically—and something the Axis player needs to • The Axis controls Sevastopol, Stalingrad, Maikop,
keep in mind—is that taking Leningrad doesn’t lead and Grozny, and has exited 10 or more German units
anywhere else, and the forces sent there will be difficult (at least 5 of which must be mechanized divisions)
to redeploy. off the south map edge in the Caucasus via any of
the four military roads (thus capturing Baku off the
map), or
• The Axis controls any three of of the following four
cities: Moscow, Leningrad, Stalingrad and Gorki, or
• At the end of Turn 17 if the Axis controls at least
37 Victory hexes (for the purpose of this scenario
Maikop and Grozny count as Victory hexes). All
such hexes must be in full supply to count for Axis
victory. The Axis starts with 31 Victory hexes.
Soviet Victory: The Soviet player wins at the end of Turn
17 by avoiding all Axis Victory Conditions.

© 2013 & 2014 GMT Games, LLC


6 The Dark Valley ~ Scenario Book

Operation
Zitadelle
17.3 Operation Zitadelle
“Operation Zitadelle” was the code name for the Ger- Both players take all their units from those available at
man attempt to eliminate the Kursk salient, a deep the start of the campaign game through their Turn 24 Re-
bulge into German lines formed in the see-saw fighting inforcements (inclusive). Each player then removes from
of January-March 1943. Launched in early July of that the game units that are either eliminated and cannot be
year, the Germans concentrated almost all their armored replaced, or withdrawn/converted that will not return to
firepower north and south of Kursk for a pincer drive that the game. Each player also places replaceable eliminated
aimed to destroy major Soviet forces and potentially al- units in their respective Eliminated Units boxes as indi-
low continued German offensive operations that summer. cated below. Finally any withdrawn units that may return
But the Soviets, aware the offensive was coming, mas- are placed in the Other Fronts box. Some Soviet units may
sively fortified the salient, and after only limited gains be placed in the Stavka Reserve box as indicated below.
Hitler broke off the offensive when the Allies landed in Soviet Units Out of Play: 108 1-4 Rifle divisions (leav-
Sicily, in order to send reinforcements to the West. The ing 12 Rifle divisions in play), all 2-4 Rifle divisions,
Soviets then began their own summer offensive, which
1 1-5 NKVD Motorized division, the Crimea, Leningrad,
ended with the liberation of the ruins of Kiev in late 43.
and Moscow Militia Corps, the Katukov Tank Brigade, all
17.3.1 Operation Zitadelle Set Up 1941 Mech corps and tank support markers, all non-Guard
The start line for this scenario is shown by the Cavalry corps, 27 Guard Rifle corps, 8 Mechanized corps,
green-dashed line on the game map. Note that 17 Tank corps, 5 Guard Mechanized corps
where the green and red start lines are coincident on the Soviet Units in the Eliminated Pile: None.
game map, the line is marked as red. Stalingrad is con-
sidered to have been occupied by the Axis, and so con- Axis Units Out of Play: 2 Air units and Bases, 1 Panzer
tributes 3 Replacement Factors to the Soviet replacement HQ, German 1st Cavalry and 22nd Panzer divisions, SS
total (see 7.6). LAH, DR, and Toten Motorized divisions, all Italian units,
Hungarian Schnell Corps, Romanian 2nd, Mountain (M),
Cavalry (C) and Panzer divisions. Also remove the 3rd,
16th, 29th and 60th Motorized divisions (these have been
converted to Mech units by this point).

© 2013 & 2014 GMT Games, LLC


The Dark Valley ~ Scenario Book 7

Other Fronts Box: 16th Panzer Division. 17.3.2 Scenario Length and Victory Conditions
Axis Units in the Eliminated Pile: 3 German Infantry Operation Zitadelle starts on Turn 24 and is 6 turns long.
corps, 10 German Infantry divisions, 2 German Light The German Manstein chit is considered to already have
divisions, 1 Hungarian corps, 2 Romanian corps. been used once (in February 1943).
The Axis currently have 32 VPs. Victory in this scenario
The Soviet player now sets up all units except for any
is determined as follows:
20 Combat units of his choice. All units must set up on
or east of the 1943 Front Line marked on the map with a Axis Victory: The Axis player wins when he fulfills any
green-dashed line, and every hex of the Front Line must one of the following conditions:
contain a Soviet unit or Soviet ZOC. Note that the ZOCs • At the end of the July 1943 Victory Check Segment
of units not adjacent to the start line do not count toward if he has eliminated the Soviet Special Fortified Zone
this requirement to cover every front line hex with a unit marker while losing no VP hexes on the Axis side of
or ZOC. The Soviet Fortified Zone marker must be placed the 1943 Start Line that turn, or
at Kursk on its FZ2 side.
• At the end of any Victory Check Segment if he has
The Axis player now takes 20 German Infantry step 35 or more VPs, or
losses. He may distribute these as he sees fit, by reducing • At the end of the Victory Check Segment of Turn 29
or eliminating units. He must now flip to their reduced if he has 25 or more VPs.
side 6 German non-SS Panzer divisions, distributing
the losses as he sees fit. He then places all units on the Soviet Victory: The Soviet player wins at the end of the
map on the Axis side of the start line. Every Soviet front July 1943 Turn if the Axis player has failed to achieve
line hex containing a Soviet unit must have an Axis unit one of the following:
in an adjacent hex. Axis Supply Depots must set up on • Occupy at some point at least two hexes of the
rail hexes, and German air units and air bases in Axis- Special Fortified Zone, or
Controlled cities and towns. • Inflict four or more step losses to Soviet units in any
The Soviet player now places his remaining units on the hexes of the Special Fortified Zone, or
map or into Stavka Reserve. Units placed on the map must • Make at least six attacks at 1-2 odds or better against
be placed east of the Soviet Front line and not adjacent Soviet units in the Special Fortified Zone.
to Axis units. Additionally, the Soviet player wins immediately at the
In all cases stacking limits must be observed. Note that end of any Victory Check Segment if the Axis player has
Soviets units in the Leningrad area are likely to begin less than 25 VPs.
the game in an OOS state, and should be marked as such
Design Note: Allowing the Axis to win by destroying
(13.2).
the Special Fortified Zone marker on Turn 1 forces
The Turn begins with the German player choosing his the Soviets to defend the Kursk bulge; adding the July
initial Action marker. All remaining July 1943 Action Soviet automatic Victory Conditions forces the Axis
markers go into the Action Cup along with the Logistics to attack it. If you are going to do a scenario that starts
chit. The German Assault Gun Support unit and the Ro- with Zitadelle, you might as well as have Zitadelle (in
manian Air unit—and all in-play Soviet Air units—are some form).
available for use.
Reminder: The German Manstein chit is available for
use.

© 2013 & 2014 GMT Games, LLC


8 The Dark Valley ~ Scenario Book

Operation
Bagration
17.4 OPERATION BAGRATI0N
Named after a Russian hero of the 1812 war with Na- Both players take all their units from those available at
poleon, Operation Bagration called for massed Soviet the start of the campaign game through their Turn 34 Re-
forces to burst through the German defenses in White inforcements (inclusive). Each player then removes from
Russia, cut off Army Group North, and advance to the the game units that are either eliminated and cannot be
German border. The offensive was launched on June replaced, or withdrawn/converted that will not return to
22nd, 1944. Thanks to a lack of mobile reserves, the the game. Each player also places replaceable eliminated
complacency of the German commander, and Hitler’s units in their respective Eliminated Units boxes as indi-
interference, the Soviets achieved all of their goals, cated below. Finally any withdrawn units that may return
virtually destroying the German Army Group Center in are placed in the Other Fronts box. Some Soviet units may
the process. Although the Germans rallied to defend East be placed in the Stavka Reserve box as indicated below.
Prussia and central Poland, after Bagration the outcome Soviet Units Out of Play: 111 1-4 Rifle divisions (leaving
of the war in the east was no longer in any doubt. 9 in play), all 2-4 Rifle divisions, 1 1-5 NKVD Motorized
17.4.1 Operation Bagrati0n Set Up division, the Crimea, Leningrad, and Moscow Militia
The start line for this scenario is shown by the Corps, the Katukov Tank Brigade, all 1941 Mech corps
black-dashed line on the game map. (Please and tank support markers, all non-Guard Cavalry corps, 30
note that Odessa is Soviet-controlled.) Kiev and Stalin- Guard Rifle corps (leaving 7 in play), 8 Mechanized corps
grad are considered to have been occupied by the Axis, (leaving 1 in play), 23 Tank corps (leaving 1 in play), 6
and so each contribute 3 Replacement Factors to the Guard Mechanized corps (leaving 2 in play).
Soviet replacement total (see 7.6). Soviet Units in the Eliminated Pile: 1 Paratroop Corps.

© 2013 & 2014 GMT Games, LLC


The Dark Valley ~ Scenario Book 9

Axis Units out of Play: 3 Air units/Bases, 2 Panzer HQs, In all cases stacking limits must be observed.
German 1st Cavalry, 9th and 22nd Panzer divisions, SS
The Soviet player now chooses his First Round Action
LAH, DR, Toten and VIK Motorized divisions, all Italian
marker, and all other Turn 34 Action markers (including
units, Hungarian Schnell Corps, Romanian Mountain and
the Logistics chit) go into the Action Round Cup. The
Cavalry corps and Panzer division. Also remove the 3rd,
German Assault Gun Support unit and the Romanian Air
10th, 16th, 18th, 20th, 25th, 29th and 60th Motorized
unit, and all in play Soviet Air units are available for use.
divisions (these have been converted to Mech units by
this point). Finally, remove the GD Mech Division (which Reminder: The German Model chit is available for use.
has been converted to the GD PZ).
Axis Units Withdrawn (Other Fronts Box): German
SS LAH, SS DR, SS HS and SS FR divisions, 2 Tiger
battalions
Axis Units in the Eliminated Pile: 6 German Infantry
corps, 16 German Infantry divisions, 3 German Light
divisions, 1 German Tiger battalion, Romanian 2nd,
Mountain, Cavalry and Panzer corps, 2 Hungarian corps,
3 Romanian corps.

17.4.2 Scenario Length and Victory Conditions


Operation Bagration starts on Turn 34 and is 5 turns long.
Victory is determined as follows:
Axis Victory: The Axis player wins at the end of Turn 38
if he has 13 VPs or more. The Axis have 21 VPs at the
start of the scenario.
Soviet Victory: The Soviet player wins at the end of Turn
38 if the Axis player has 12 VPs or less.

The Axis player now takes 24 German Infantry step


losses. He may distribute these as he sees fit, by reducing
or eliminating units. He must now flip to their reduced
side 8 German Panzer divisions, distributing the losses
as he sees fit. He then places all units on the map on or
behind the Axis start line. Every front line hex must con-
tain an Axis unit or ZOC. Axis Supply Depots must set
up on rail hexes, and German air units and air bases in
Axis-controlled cities and towns.
The Soviet player now takes 10 Infantry and 10 Mecha-
nized step losses, distributing them as he sees fit. He then
places his units on the map or into Stavka Reserve. Units
placed on the map must be placed east of the Axis Front
line, and every hex of the Axis Front Line must contain
a Soviet unit or ZOC. Note that the ZOCs of units not
adjacent to the start line do not count toward this require-
ment to cover every front line hex with a unit or ZOC.

© 2013 & 2014 GMT Games, LLC


10 The Dark Valley ~ Scenario Book

At this point I don’t remember the title I gave it, but


my first attempt on the subject was a two-map game, at
division level for the Axis and (mostly) army level for
the Soviets. It used a chit-pull random activation system
in which combat and movement were separated out,
monthly turns, and basically ignored the air campaign. It
never quite worked, but it planted the seeds that would
take root in TDV 25 years later.
Which brings us to the chit-pull system that is the
heart of TDV, and I suspect will be its most controversial
element. Why random activations, when almost every
other game on the subject uses some form of Igo-Hugo
(even my CDGs)? Well, in part exactly because Igo-Hugo
has been used so often. My aim was a fresh look at the
subject, and not another minor variation on it. But there
was much more to my decision than the attraction of the
“new.” The Activation Chits of TDV solved a range of
design challenges.
While parts of the Russo-German war of 41-45 in-
volved somewhat static attritional fighting of the kind
that Igo-Hugo handles nicely, other parts of the campaign
involved slashing advances, counterattacks, and retreats
over hundreds of miles that enveloped both sides in clouds
of confusion and uncertainty. The fog of war hung heavy
over many east front battlefields, and the ability to exactly
calculate attack and defense, which Igo-Hugo encourages,
Design Notes is a bad fit for the chaos of Barbarossa or Bagration.
I can trace the genesis of The Dark Valley (TDV) The random element of the TDV system not only adds
all the way back to 1971 and my purchase of Avalon suspense, but compensates for players’ birds-eye view of
Hill’s Stalingrad, my introduction to gaming the Eastern the map. It also allows even a severe underdog—as the
Front in WWII. Though Stalingrad bore only a passing Soviets are in ’41 and the Germans in ’44-’45—to spring
resemblance to the actual history, it started me on 40 year a nasty surprise now and then.
quest for the “ultimate” game on the war between Hitler’s So far, so obvious, but the chit-pull system does more
Germany and Stalin’s Russia. The Russian Campaign, than provide the fog of war. By giving different chits dif-
Russian Front, Barbarossa, War in the East (two edi- ferent uses, and by giving each player his own activation
tions), East Front, War Without Mercy, Russia Besieged, chits, I could model the differences in operations between
and others followed Stalingrad onto my table, and though the Nazi and Soviet armies. For example, giving one side
many of them were good games, none was quite the exact the ability to choose between Combat or Movement with
game I was looking for. a single chit draw, while leaving the other stuck with one
Along the way I did the development on Ty Bomba’s or the other. This was something I used already in my
original Proud Monster/Death and Destruction, and France 1940 game, Case Yellow, but I realized I could take
later designed two card-driven games (CDG)—WWII: the concept much farther in TDV. Case Yellow covered
Barbarossa To Berlin and Stalin’s War—that covered a campaign that lasted only weeks, while TDV covers a
(among other things, in the case of Barbarossa To Berlin) period of years. Not only were the differences between the
the 41-45 war in Russia. Though I remain proud of those two sides more marked in the east, but the vastly greater
two designs, my dream East Front project was on a dif- time-span meant that both sides evolved (or in the case
ferent scale then those Front/Army/Corps titles. When I of the Germans, devolved) as the war went on. The chits
decided to take up the subject again I turned back to a of Barbarossa are not the chits of Bagration. Using the
design I did for myself back in the 80s, before I had any chit draw system I could model the changing face of the
idea of being a published game designer. eastern front through a single basic mechanic.

© 2013 & 2014 GMT Games, LLC


The Dark Valley ~ Scenario Book 11

Astute players will quickly spot the seeming contra- concentrated German airpower was still capable of shat-
diction between the randomness of the chit draws and the tering Soviet ground formations. Nevertheless, there is a
certainty of the types and numbers of chits introduced risk in concentrating on bombardment over direct ground
over the course of the game. Shouldn’t these be random support, as half the time you will lose that air unit for the
as well—or at least tied to events on the board? I would rest of the Turn.
argue no: the evolution of the Soviet army was bound to Another unusual element in TDV are the Combat Re-
continue unless it was defeated first, while the devolution sults Tables. Unless the defender is surrounded or low on
of a German army fighting the US and the British Empire supplies, there is an excellent chance even at the highest
as well as the USSR was inevitable too. Time was not on odds that the defender will be pushed back rather than
Hitler’s side. But there was also a cyclical aspect to the eliminated. Direct assault is thus a last resort, as attri-
performance of the two armies tied to the weather, at the tion can take a long time to wear a defender down. (This
game’s time scale itself fairly predictable. Though never makes Stalingrad a particular problem for the Germans,
as unprepared as in the winter of 1941-42, the Germans as the Volga effects make it impossible to cut the city
were never as proficient fighting in the winter as the So- off from supply and reinforcement.) The Soviets actu-
viets, and the chits handle this aspect of the campaign too. ally use the better CRT during Barbarossa. Despite the
Finally, the decreasing quantity and quality of the German purges, and the surprise of the Nazi onslaught, at a tactical
chits reflect factors the game otherwise ignores—or deals level the initial Soviet army (all but wiped out in 1941)
with in passing—such as the increase in partisan activity, had a degree of training that allowed it to inflict serious
and the growing mistrust between Hitler and his generals. losses on the invaders, so that frostbite cases aside, the
Players of Case Yellow will note the absence in TDV Germans suffered far more in July and August than they
of the former’s definite limits to the number of chits one did in December and January. And even the great Soviet
side may play in a row. Given the size of the armies, the victories of the last years were achieved only with mas-
distance one needs to cover, and the number of turns, both sive casualties. Only the huge Soviet replacement rate can
sides have a staying power that was lacking in France allow the Red Army to survive what is likely to be a huge
1940. Bad luck in the chit draws can certainly affect the disproportion in losses, but even during Barbarossa the
outcome of a scenario, but it is very unlikely to be fatal, Soviet player will find his army is more than just a series
and there is almost always something one can effectively of stationary targets.
achieve no matter how the chits fall. One must hope for A word about the OB. I wanted to show the German
the best and plan for the worst. mechanized forces at division level, as a corps-level OB
The fact that logistics are checked randomly, com- wouldn’t give the proper feel for the campaign. The Tiger
bined with the variable movement of German supply battalions, normally below the unit scale, played impor-
depots, means that supply is another area of uncertainty. tant roles in 43-45, and were few enough in number to
An Axis player who takes no risks with supply, chaining include. To include every infantry division, on the other
himself to a “worst case” logistics draw, will never winter hand, would do little but slow down play, hence the mix
in Moscow, but risks must be calculated. It is rarely a good of Axis divisions and corps. On the Soviet side, the ini-
idea to put all your panzers in a situation where they could tial mass of rifle divisions, tank and mechanized corps is
end up OOS, so the panzers must often play leapfrog, gradually concentrated into the Guards Rifle and Tank
one group recovering supply as another moves forward. armies. This not only reflects the concentrated power
Maximum use must also be made of German air supply. the Soviets could bring to bear in the last half of the war,
Which leads to the representation of naval and air but also prevents a massive stacking problem as the front
power in TDV. Naval power in the game is entirely ab- narrows down towards Berlin.
stracted (the guns of the Baltic Fleet, for example, factored So, is TDV the ultimate East Front game? For me, it
into Leningrad’s defensive terrain) but airpower is more is as close as I’m likely to get (even though it may not be
directly represented. Soviet airpower mostly takes the my last attempt at this topic). Whether it works for anyone
form of direct ground support, but the Luftwaffe is more else remains to be seen, but at the least I think you will
flexible. Attacks by German air units alone can break up find it has a different feel than any other game on this
enemy formations—in game terms reducing or destroying much gamed topic. And I hope you enjoy it!
them. This happened frequently in the opening months Ted Raicer
of Operation Barbarossa, as Soviet counterattacks were
often shattered from the air before they even made con-
tact with German ground units, but as late as June 42,
© 2013 & 2014 GMT Games, LLC
12 The Dark Valley ~ Scenario Book

Example of Play
In this Example of Play we will focus on the start
of the Campaign Game, north of the Pripyat Marshes.
Here, Army Group North [AGN] and Army Group Center
[AGC] aim to break through the defensive positions in the
Baltic and Western Military Districts [BMD and WMD].
Per the set-up instructions of section 17.1.1, the Soviet
player sets up first. He places any units with specific set-up
hexes and then places all “R” (Reserve) designated units
in any town or cities in the USSR, (outside the border
Military Districts), that do not already contain a Soviet
unit—maximum of one unit per hex. Next, he resolves
any existing overstacks (see rule 5.3). Finally, he places
the units in each Military District, being sure to respect
the restrictions in 17.1.1.
This doesn’t leave an awful lot of room for flexibility
in either BMD or WMD, but the Soviet player does man-
age to fill the alarming gap south of Kaunus (hex 3418).
The Soviet goal is not to halt the attack, but to limit the
extent of any subsequent Axis exploitation.
Next, the Axis player sets up his units. He is free to
place units of AGN, AGC and Army Group South [AGS]
anywhere in Greater Germany, but units of those three
Army Groups are restricted to attacking Soviet units in
BMD, WMD and Kiev Military District [KMD] (respec-
tively) during the initial Combat Phase. He then places
his Air Force Bases [AFB] as directed by the Barbarossa
setup rules.
Figure 1, below, shows Soviet setup in BMD and
German setup of AGN. Figure 2, at right, shows Soviet
setup in WMD and German setup of AGC.

Figure 2: Soviet setup in WMD and Axis setup for AGC

Figure 1: Soviet setup in BMD and Axis setup for AGN


© 2013 & 2014 GMT Games, LLC
The Dark Valley ~ Scenario Book 13

The scenario and campaign start with an Axis-player Next, all units in hex 3016 attack the Soviet 184 In-
Combat Round, followed by an Axis-player Movement fantry Division. Once again, the odds are rounded down
Round (17.1.1). In a Combat Round all units may attack to the maximum of 6:1. A die roll of 5 leads to a DE result
(10.5.2), although the Single Unit attack restrictions of on CRT A. The Soviet unit is eliminated and placed next
12.2.1 must always be obeyed. Normally, Air units would to the map. This is the Eliminated Pile for units that can
also be allowed to Bombard or provide Air Support, but be rebuilt in the Replacement Segment. The Axis player
on Turn 1 the Axis air force is unavailable as it is busy decides to advance a single infantry corps into 3217. The
destroying the Soviet Air Force this round (17.1.2). We Axis player wants to conduct a move through the gap
begin with the initial attacks of AGN. The first three at- north of Memel during the Move round, and sees little
tacks are shown in figure 3 (below). point in advancing the rest of the units. Note also that rule
All units in Memel attack the Soviet 128 Infantry 12.6 states that only combat units and HQs may participate
Division. The raw combat odds are 16:1, but note that, in an advance. Since the Supply Depot has no combat
per the special rules for Barbarossa (17.1.2) the German factor (13.6) it is not a combat unit per the definition in
motorized division has its combat factor doubled, result- rule 2.4, and therefore may not advance.
ing in odds of 19:1. This is then rounded down to the Finally, the Soviet 67 Inf. Div. is attacked. Ordinar-
maximum odds of 6:1 per rule 12.3a. The Axis player ily, units defending behind a minor river would shift the
rolls the die to resolve combat and rolls a 1. Consulting maximum odds of 6:1 down to 5:1, but the Special Rules
Combat Results Table A [CRT A], we see that this leads for Barbarossa mean that minor rivers are ignored by the
to a DR* result. All Soviet units must retreat two hexes, Axis player for all purposes on Turn 1 (17.1.2). A die roll
following the directions indicated on the Soviet retreat of 5 leads to another DE result on the 6:1 column of CRT
compass illustrated on the map (12.5). If the defender had A. The Soviet unit is eliminated and the victorious Axis
had more than a single step, a step loss would also have units advance into the vacated hex.
resulted. The Soviet unit retreats to 3113 and all German
units choose to advance into the vacated hex (12.6).

Figure 4: The final two attacks of AGN


Figure 4 shows the board position for AGN at the end
of these attacks. Two more attacks are then made by AGN.
The first, against 179 Inf. Div., is at odds of 6:1 (again,
the minor river is ignored). A die roll of 3 leads to a DR*
result on CRT A. The Soviet unit must retreat. The prior-
Figure 3: Opening Axis attacks - AGN
© 2013 & 2014 GMT Games, LLC
14 The Dark Valley ~ Scenario Book

ity for the Soviet unit would be to retreat through 3216, The Axis player has been generally successful in his
in the direction of the Soviet Retreat Compass (12.5) if goal of making a hole at Memel, ripe for exploitation dur-
possible, or in other directions if not possible (for example ing the Movement Round, and of clearing the rail lines of
through 3117). But, per rule 12.5, retreating units may Soviet units in order to facilitate the forwards movement
not pass through a zone of control [ZOC] unless the hex of the Axis Supply Depots in the Attrition Phase at turn
is occupied by friendly units. Units that have a ZOC are end. Note that the Soviet unit in 3015 was not attacked for
indicated by a light hexagon around their attack factors fear of it retreating to 3214, which might make it harder
(6.1). Since both Axis 2 and 23 Inf. Corps have a ZOC to isolate Soviet units later this turn.
(the former unit is stacked under 4PZ HQ), and units Figure 5 shows the first few attacks made by AGC on
may not retreat through enemy units, the Soviet unit has units of the WMD. The Soviet 56 Inf. Div. is attacked in
no legal retreat path and is eliminated (12.5). All three Grodno. The effects of the minor river are ignored, but
attacking Axis units advance into 3117. The final attack Grodno contains both a town and a Fortified Zone [FZ].
from AGN is made into 3218 on the 6:1 column of CRT Terrain effects are cumulative (12.4), so the Soviet unit
A. A die roll of 4 gives an EX result. The 48 Inf. Div. is receives both the “+1” to its combat factor from the town,
eliminated, and the attackers must lose an equal number and the 1 column shift from the FZ. 17 factors are attack-
of steps—here, 1 step. The Axis player chooses to take ing, resulting in raw odds of 17:3, or 5:1; shifted to 4:1
the loss from 10 Inf. Corps, flipping that unit, and then by the FZ. A roll of 3 gives a DR result. The Soviet unit
advances both combat units into 3117. Note the reduced retreats to 3521 while all Axis units advance. The Axis
side of Axis Inf. Corps units has no ZOC indicator, so the HQ is allowed to participate in the advance of units with
10 Inf. Corps no longer has a ZOC. which it is stacked (12.6).
The next attack is on Soviet 13 Inf. Div., also in a
FZ, at 5-1 odds. A roll of 1 results in a BL1– both sides
must lose one step. The Soviet unit is eliminated. Step c.
of the Combat Procedure (12.3) requires that no unit in a
combat may be eliminated until all friendly 2-step units
have taken a step loss, so the Axis player must take a loss
to 6 Inf. Corps. He advances all units into the vacated hex.
The Soviet 75 Inf. Div. is attacked by the DR Motorized
Div. and 10 Pz Div. A BL1 results. 75 Inf. is eliminated,
the DR Div. is flipped, and both German units advance.
The next two attacks, on 85 and 89 Inf. Div. both obtain
DE results, and all Axis units advance. Finally, 6 Inf. is
attacked and a DR result leads to the Soviet unit retreating
to 3626 (legal since none of the Axis units now in 3426
have a ZOC).

Figure 5: Opening attacks of AGC


© 2013 & 2014 GMT Games, LLC
The Dark Valley ~ Scenario Book 15

remember that units in Romania and Hungary may not


attack on turn 1 (17.1.2).

Figure 6: WMD retreats, AGC advances after initial attacks,


and remaining attacks of AGC
The position after these attacks is shown in figure 6,
along with the last three attacks of AGC. All attacks are
at 6:1. The Soviet 36 and 49 Inf. Divs. both receive DR*
results, but are eliminated since no legal retreat path ex-
ists because of the ZOCs of the Axis units in 3124 and
3121. The attack on 2 Inf. Div. also leads to a DR* result,
but a legal retreat path exists via hex 3322 to 3423; the
Soviet 11th Mechanized Corps negates the German ZOC
exerted into 3322. In all cases, the Axis player advances
all attacking units into the hex vacated by the defender.
The position at the end of the Combat Round is shown
in figure 7. Attacks in other districts are not shown, but Figure 7: Position after opening Axis player Combat Round

© 2013 & 2014 GMT Games, LLC


16 The Dark Valley ~ Scenario Book

Next is the German Movement round. In a Movement Beyond pocketing Soviet frontline forces, the Axis goal
Round all units are free to move, regardless of command is to position units and HQs for future combat to remove
or supply. Due to the shock effect of Barbarossa, German Soviet units and ZOC from the rail lines that Axis Supply
units do not have to worry about supply on Turn 1, ignore Depots will need to move over during the German Depot
minor rivers for movement, and treat swamps as forests Segment in the Attrition Phase. Note that the Axis player
for movement purposes (17.1.2). Figures 9 and 10 show cannot rely upon supply attrition to do this job for him
the position at the end of the move. because the Attrition Segment comes after the German
Axis units have moved through the gaps created by Depot Segment (see the sequence of play; 4.0).
combat in the Soviet front line: north at Memel, east at Having completed these first two special activation
Grodno, and around Brest-Litovsk. Soviet mech units rounds, we now return to the usual sequence of play, in
with a ZOC (those with their attack factor enclosed within which the next Activation chit is drawn randomly. That
a white hexagon) prevent the Axis moving through the chit is the 2nd PZ HQ.
apparent gaps at 3214 and 3416, but fail to prevent the
encirclement of the BMD through the gap at Memel in
combination with the advance of AGC at Grodno.

Figure 9: AGC pours through the Soviet WMD. The units that
start in 3023 are 1 MP short of being able to reach 3421 and
3522, but for the purpose of this example pretend that they can.

Figure 8: AGN and AGC ‘pocket’ the Soviet BMD


© 2013 & 2014 GMT Games, LLC
The Dark Valley ~ Scenario Book 17

In a PZ HQ activation round the Axis player can The final attack is against the 12th Mech. In 3314.
activate all units within 3 hexes of the HQ. These units Here, the GE 1st Air provides Combat Support, adding 4
can conduct combat and then move (in which case all combat factors and resulting in final totals of 27:6, which
activated units can participate in the combat), or move is rounded down to 4:1. The Fortified Zone provides one
and then conduct combat (in which case only mechanized column shift to the left (see the TEC), so the attack is re-
units may participate in the combat (10.5.7). Here, the solved at 3:1. A die roll of 3 gives a BL1 result. The Soviet
Axis player chooses to start by conducting combat. Note 12th Mech. is permanently removed from the game. The
that Air Units, unlike Tac Air, may attack enemy Ground Axis must take one loss, which must come from a 2-step
Units directly through Bombardment during any friendly unit (since some took part in the combat). He chooses to
round in which combat may occur (8.5). Figure 10 indi- flip the 2nd Inf. The 1st Air returns to base, but air units
cates the attacks the Axis player intends to make, along are not marked as “Done” after providing Combat Sup-
with deployment of air units. Please note that in actual port for the attacker (8.4), so it remains useable for later
game play, attacks/bombardments do not need to be pre- activation rounds. The flipped GE 2nd Inf. advances into
designated—we indicate them here simply to make the 3314, but note that 4PZ HQ may not join it in doing so
attacks easier to follow. since other PZ HQs may not be moved during a PZ HQ
Here, the Axis player uses 2nd Air to bombard the activation round (10.5.7).
Soviet 6th Mech. in Bialystok (not shown), while the 8th
Air bombards the Soviet 3rd Mech. in 3417. Both air units
have a bombardment strength of 4, which is compared to
the Terrain Defense Factor [TDF] to calculate the bom-
bardment odds. Bialysatok is a town in a clear hex, so has
a TDF of 1, so the bombardment is conducted at 4:1 odds.
A die roll of 6 leads to a DL1 res ult. The 6th Mech. takes
a step loss. Since it has just one step, and is marked with
a “non-replaceable” block dot, it is permanently removed
from the game. The 2nd Air returns to base. The Soviet
3rd Mech. is in a woods hex, and therefore has a TDF of
2 (the Fortified Zone has no effect on bombardment—see
the Terrain Effects Chart [TEC]). The attack is at 2:1
odds, and a die roll of 3 results. This would ordinarily be
a ‘miss’, but note that the GE 8th Air has a +1 modifier
marked on the unit. This is applied to the bombardment
die roll (see 8.5), meaning a net die roll of 4 is obtained
and another DL1 result occurs. The Soviet 3rd Mech. is
also permanently removed from the game. The 8th Air’s
+1 DRM does not apply to the die roll for the purposes
of determining whether the air unit is marked as ‘Done’.
Instead, the unmodified die roll is used, and the 8th Air
returns to base and is marked as ‘Done’ for the turn.
Next the attack on Kaunas is resolved. Per the Bar- Figure 10: German 2PZ activation - combats
barossa rules the minor river is ignored, and the city is
treated as a town during Turn 1 (17.1.2) so the attack is This completes Axis combats, so now all activated
resolved as 4:1. A die roll of 3 leads to a DR result. A units are eligible to move (and note that eligibility is
die roll of 1 leads to a DR result. The Soviet 5th Inf. is determined at the start of the activation round, so even if
forced to retreat. It cannot retreat in the direction of the a unit advanced out of command range it would still be
Soviet retreat compass, due to the presence of enemy units eligible to move (10.5.7). Figure 11 (see next page) shows
and ZOC (6.2), neither can it retreat northwards (due to the position of Axis units at the end of their movement.
ZOC). However, friendly units negate ZOC for purposes Note that Axis units have taken advantage of the fact that
of retreat (6.2), so the unit may retreat to 3420 via 3419. major rivers are treated as minor rivers on Turn 1 (17.1.2)
The Axis player elects to advance the units from 3317 to cross the Dvina river and surround Riga. 2PZ HQ has
into Kaunas. pushed well forwards, positioning itself for future com-

© 2013 & 2014 GMT Games, LLC


18 The Dark Valley ~ Scenario Book

mand of the forward panzer elements that the Axis player We begin by conducting the German Depot move-
hopes to be able to move further eastwards later this turn. ment phase. All German Depots may now move. The Axis
player rolls for each depot and consults the Axis Depot
Advance Table, remembering to add 2 to the die roll be-
cause it is Turn 1. Here we focus on two of the Depots:
one in hex 2924, just NE of Warsaw; the other in hex 3326,
just NW of Brest-Litovsk. The Axis player rolls a 3 and
a 5 for these two Depots so, after applying the +2 DRM,
both will be able to move a maximum of six hexes. The
Axis player moves the former depot NE three hexes, to
3223, but must then stop. Depots may move adjacent to
Soviet units if such hexes are occupied by friendly units,
but not otherwise. So movement into 3323 is prohibited.
Instead, the Axis player decides to move the unit North
1 hex and then NE two further hexes, ending with the
6th Inf in 3421. The other depot can move a full 6 hexes,
following the rail line to 3723, again passing adjacent to
enemy units, but legally so since those hexes are occupied
by Axis player units.
It is best to move the depots eastwards as fast as
possible, since the speed of the overall Axis advance in
Figure 11: Position at end of 2PZ Activation movement
later turns is likely to be limited by its supply lines as
The next chit drawn is the Logistics Chit. So, at this much as it will be by the Soviet ability to slow it down.
point both sides check the supply status of all units. Note This illustrates the disadvantage of waiting for the Attri-
that the bulk of Soviet units facing AGN and AGC are tion Segment to remove IS Soviet units behind the Axis
Isolated since they cannot trace a line of communication lines. Yes, those units will ‘wither on the vine’, provided
(essentially, a supply line of any length). However, Soviet they remain surrounded, but they may also obstruct the
6 Inf (near Brest-Litovsk) remains in supply since the Ger- advance of the crucial supply depots!
man unit to its south does not have a ZOC. It can therefore Next is the German Air Supply segment, but this is
trace to the rail line in 3826, and thence eastwards. Also not needed this turn since all Axis units are In Supply by
note that 18 PZ (southeast of Vilnius) would ordinarily be scenario rule. So now we move on to the Attrition Seg-
adjudged OOS, since it is further than seven hexes from a ment. The supply status of all units currently marker IS
Depot, or 3 hexes from a supplied HQ, but Axis units are (and only those units!) is re-checked. Ordinarily, any such
never adjudged OOS or IS on Turn 1 (17.1.2). units that are still IS would be automatically eliminated.
The loss of In Supply status for the Soviet units has However, the time-scale for Turn 1 is shorter (see 17.1.2),
two effects. First, they will receive a –2 DRM on attack, so instead we roll for each pocket of units, and eliminate
and a +2 DRM on defense, until supply is restored. Sec- a number of steps from each pocket up to the number
ond, those units cannot, in themselves, be used to satisfy rolled on the die. In the situation illustrated in the figure
the mandated attack requirements of the forthcoming we have 6 pockets of units. A large pocket of 6 units in
Soviet Counterattack Round. They can participate in such the woods to the west of Vilnius, two smaller pockets of
attacks, but unless they are joined by at least one unit that 2 units each, and three pockets of single units. The lat-
is In Supply, such an attack will not count towards satisfy- ter three pockets require no die-roll, since we must roll
ing the requirement for a minimum number of attacks to at least a 1, so these units, which are all single step, are
be made (see 10.5.6). removed. Three pockets remain. For the pockets of size
At this point we hope you have a good feel for the 2, the Axis player rolls a 4 and a 6, so both units in each
flow of the Action Rounds during a turn of TDV. We now pocket are removed. However, for the larger pocket, the
jump forwards to the Attrition Phase, to illustrate some of Axis player rolls a 2, so just 2 steps will be removed (Axis
the game processes there. The position then at the center player’s choice). Valuable tempo will now be lost as the
of the front is shown in Figure 12 (page 19). Axis player has to maintain this pocket during Turn 2, or
attack the remaining units to remove them, rather than
moving eastward as fast as possible.
© 2013 & 2014 GMT Games, LLC
The Dark Valley ~ Scenario Book 19

We now reach the End Phase. All air and artillery way of supporting his work there. Second, we monitor a
units are returned to their Ready state (so flip any that similar message-board at Boardgamegeek. The entry for
are on their Done side), and we advance the turn marker. the game there can be found at http://boardgamegeek.com/
This concludes the example of play. We hope you boardgame/66855/the-dark-valley. Again, we are happy
have found it a helpful introduction to, and reminder to express our thanks to the folks at Boardgamegeek for
of, the game’s mechanics. If at any point you have providing such a wonderful resource for the wider gaming
questions about the game, we would like to direct you community. Finally, updated Living Rules for the game
towards a couple of valuable resources. First, we main- will of course be posted at GMT’s website (Gmtgames.
tain a message-board for the game at Consimworld. com) as any errata is discovered and corrected.
com. It can be found at http://talk.consimworld.com/ With that, we leave the game in your hands. We
WebX/.1dd2eaf1/1240. We monitor this board regularly hope very much that you enjoy playing it as much as
and aim to answer any rule questions or game comments we have done during the time we have been designing
posted there as quickly as possible. We would also like to and developing it, and we thank the playtesters for their
acknowledge, and express our gratitude for, the efforts of help in bringing the game to you. They volunteer their
John Kranz in maintaining the Consimworld resource, and time for the love of the hobby, and without the efforts of
we encourage you to consider joining Consimworld as a playtesters the hobby would cease to exist.

Figure 12: Situation at the start of the Attrition Phase


© 2013 & 2014 GMT Games, LLC
20 The Dark Valley ~ Scenario Book

Abbreviated Sequence of Play


I. REINFORCEMENT/REPLACEMENT PHASE Soviet Union is allowed before 1944. See (9.6) for other
restrictions.
a. Axis Reinforcement Segment: Place new units and units
returning from the Other Fronts Box (see 7.2). f. Soviet Air Drop/Air Transport (9.7): One Soviet
b. Axis Replacement Segment: Spend replacements (see Airborne Corps [ABC] per turn in an In Supply Town
7.4). Make required Conversions and Withdrawals (7.7). or City within range of the Stavka HQ may move to any
friendly Controlled Town/City within 12 hexes (the des-
c. Soviet Reinforcement Segment: As with the Axis
tination hex does not have to be In Supply), or drop into
player (see 7.3).
any non-city hex within range of the Stavka. ABCs may
d. Soviet Replacement Segment: As with the Axis player only drop or transport in Snow/Mixed/Mud weather turns
(7.6, 7.8). or outside the USSR.
II AIR BASE PHASE IV. ACTION PHASE
a. Axis Air Base Segment (8.2): Move any German Air a. Initiative Determination Segment (10.2): The Axis player
Bases and attached Air units. has the Initiative in all Fair weather turns through July 1943,
b. Soviet Air Base Segment: The Soviet player may base and all Mixed weather turns through September 1942; oth-
the 18th Air if in play (see 8.2). erwise the Soviet player has the Initiative. Initiative player
chooses one of his own Action chits to play during the First
III STRATEGIC MOVEMENT PHASE
Action Round of the current turn [Exception: Case Blue;
a. Axis Rail Movement (9.2): Starting on Turn 11, roll see 10.2]. (Logistics chit may not be chosen].
two dice and move that number of steps by rail along In b. Action Chit Placement Segment: Place the remaining
Supply Axis Controlled Rail Lines. In Snow turns and in available chits in an opaque container for random drawing.
1944 onwards, steps moved in Soviet Union count double.
c. Initiative Action Chit Segment (two on Turn 1 or
b. Axis Naval Movement (9.3): May Transport four steps Case Blau offensive): The Initiative player conducts his
from Friendly Controlled Port to Friendly Controlled Port first action.
in the Baltic. Likewise for Black Sea/Sea of Azov if cur-
d. Random Action Segments (10.3): The remaining chits
rently control Sevastopol. Mechanized steps count double.
are randomly drawn one at a time to determine the order
May not move to/from Gulf of Finland in Snow turns. Ports
of Actions in the Action Round Phase. Player conducts
in the Sea of Azov may be used only if the Axis Control
actions as allowed by each chit (see 10.5).
both sides of the Kerch Straits, and no Naval Movement
is allowed in the Sea of Azov in Snow turns. V. ATTRITION PHASE
c. Soviet Rail Movement (9.4): Starting on Turn 4 the a. German Depot Segment (13.6): German Depots may
Soviet player may move four steps per turn along In Sup- move. Roll for Movement on the Depot Advance Table.
ply Soviet Controlled Rail Lines. Units may not start, b. German Air Supply Segment (8.6): May provide
end or move adjacent to enemy units at any time during Air Supply to IS German units in towns or cities in
their move. 1941 or 1942.
d. Soviet Naval Movement (9.5): May Transport two c. Attrition Segment (13.0): All units marked IS have their
steps per turn from Friendly Controlled Port to Friendly supply status re-checked—units still Isolated, and adjacent
Controlled Port in the Baltic. Likewise in the Black Sea/ to an In Supply enemy unit, are eliminated; otherwise, unit
Sea of Azov. Mech. steps count double. May not move marked OOS if it is now In Supply or Out of Supply.
to/from ports in Gulf of Finland in Snow turns. Ports in
the Sea of Azov may be used only if the Soviets Control VI. END PHASE
both sides of the Kerch Straits. Movement is not allowed Victory Check Segment: See if either player has won ac-
in the Sea of Azov in Snow turns. cording to the specific scenario victory conditions.
e. Soviet Amphibious Invasion (9.6): Black Sea Naval Turn Advance Segment: Flip all DONE Air/Artillery units
unit may move from Black Sea Soviet Port to any hex to their available (front) sides. Advance the Turn marker.
on the Black Sea/Sea of Azov. No invasion outside the

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www.GMTGames.com

© 2013 GMT Games, LLC

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