One interesting rule is that each turn each unit must pass leader Initiative and leader Admin tests, or the unit has it's movement points (MPs) reduced for the turn. In order for a unit to pass the test, only one leader in the chain of command must successfully pass the test. German units that are usually assigned to Corps HQ's have four chances to pass the test, as they have a Corps HQ, Army HQ, Army Group HQ and OKH. The chance of a leader passing is lower as you go further up the chain of command. On the Soviet side, typically a unit is attached directly to an Army HQ, which reports to a Front, which reports to Stavka. This means the typical Russian unit has only 3 chances to pass each test. A unit can also have its MPs reduced due to fatigue.
So unlike most boardgames, unit MPs can and will vary from turn to turn. In addition, the supplies, fuel and ammunition that a unit has are tracked, along with the unit's requirements for each. Motorized units without enough fuel to meet their needs have their MPs reduced, while non-Motorized units without enough supplies have their MPs reduced. In addition, the number of MPs a unit has can be reduced if the number of vehicles in the unit does not meet the requirement for the unit. Each side also has a global motor pool of vehicles that are used to bring supplies to the units from the railheads.
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