Overview
Battle for Germany is a two-player strategic-level wargame published by SPI in 1975, simulating the final campaigns of World War II in Europe from December 1944 to May 1945. The unique twist is that each player controls one Allied army and one German army: the American player controls the Americans and the Germans defending the Eastern Front against the Soviets, while the Soviet player controls the Soviets and the Germans defending the Western Front against the Americans. Victory is determined by which player accumulates fewer Victory Points through German territory lost.
Components
- 1 Game map (22”x17”, showing Germany and surrounding areas)
- 100+ Die-cut counters representing military units
- Rules booklet
- Terrain Effects Chart
- Combat Results Table
Setup
- Place the game map on the table.
- Place the Turn marker on the Game-Turn Record Track.
- Each player takes their assigned forces:
- American Player: American/Western Allied units AND German Eastern Front units
- Soviet Player: Soviet units AND German Western Front units
- Deploy units according to the Initial Deployment chart, placing each unit in its designated hex.
- Sort reinforcement units by the turn they enter.
Turn Structure
Each Game-Turn represents roughly 2 weeks of real time and follows this sequence:
1. Soviet Replacement Phase
The number of units specified by the scenario is removed from the Soviet Destroyed Units Box and placed on the eastern edge of the map.
2. Soviet Movement Phase
The Soviet Player may move any or all Soviet, Polish, Bulgarian, and Yugoslav units in any direction, to the limit of their Movement Allowance, within restrictions outlined in the Rules of Movement.
3. Soviet Combat Phase
Soviet (and Soviet Allied) units may attack adjacent German units. Combat is resolved as outlined in the Rules of Combat.
4. West German Replacement Phase
West German replacement units enter from the west or south edge of the map.
5. Western Allied Movement Phase
The Western Allied Player may now move any West German units.
6. Western Allied Combat Phase
Attacks by Western Allied units against West German units.
7. East German Replacement Phase
East German units arrive as reinforcements.
8. East German Movement Phase
The American Player may now move East German units.
9. East German Combat Phase
German units attack Soviet/Allied units.
10. American Movement Phase
American units move.
11. American Combat Phase
American units attack West German units.
Actions
- Movement: Units move hex-to-hex, spending Movement Points. Each unit has a Movement Allowance (typically 4-8 MPs). Terrain affects movement costs. A unit entering a hex adjacent to an enemy unit enters its Zone of Control.
- Combat: Adjacent friendly units attack enemy units. Total attacking strength vs. defending strength gives a ratio (round down in defender’s favor). Roll on Combat Results Table. Results include: Attacker Eliminated, Exchange, Defender Retreat, Defender Eliminated.
- Zones of Control: Units exert ZOC into all 6 adjacent hexes. Enemy ZOC stops movement. Units must attack enemies in their ZOC (combat is mandatory when in contact).
- Stacking: Maximum of 3 units per hex. Excess units must be eliminated.
- Retreats: Units forced to retreat move 1-2 hexes away from the attacker. If unable to retreat (surrounded or blocked by ZOC), the unit is eliminated.
Scoring / Victory Conditions
The game uses a unique Victory Point system:
- Each Scenario is a complete game in itself. The victory information and historical background is provided with each scenario.
- The game is won by the Player who has accumulated the fewest Victory Points (i.e., lost less German territory).
- Victory Points are gained by the opponent when German territory is captured.
- Each player wants to advance their Allied forces while simultaneously defending “their” German territory.
Special Rules & Edge Cases
- Dual Command: Each player controls both an Allied army and a German army, creating a fascinating strategic tension. You want your Allies to advance but also want to protect your Germans.
- Game Scale: Each hex represents approximately 6.7 kilometers. Each counter represents a regiment, brigade, or division. Each Game-Turn equals roughly 2 weeks.
- Multiple Scenarios: The game includes multiple scenarios with different start dates and unit dispositions.
- Historical Notes: The game includes detailed historical notes describing how the campaign actually developed, turn by turn.
- Fortified Lines: Some hexes contain fortification markers that provide defensive bonuses.
- Supply: Units must trace supply lines to their supply sources (map edges). Out-of-supply units may not attack and defend at reduced strength.
- Exiting the Map: German units may voluntarily exit the map at certain map edges, representing withdrawal from the theater.
- Multi-Hex Combat: Multiple units from different hexes may combine to attack a single defending hex.
Player Reference
Counter Values: Attack Strength / Defense Strength / Movement Allowance
Combat Odds Table (approximate):
| Odds | 1 | 2 | 3 | 4 | 5 | 6 |
|——|—|—|—|—|—|—|
| 1:3 | AE | AE | AE | Ex | DR | DR |
| 1:2 | AE | AE | Ex | Ex | DR | DR |
| 1:1 | AE | Ex | Ex | DR | DR | DE |
| 2:1 | Ex | Ex | DR | DR | DE | DE |
| 3:1 | Ex | DR | DR | DE | DE | DE |
AE = Attacker Eliminated, Ex = Exchange, DR = Defender Retreats, DE = Defender Eliminated
Player Assignments:
- American Player: US/Western Allies + Eastern Front Germans
- Soviet Player: Soviets/Eastern Allies + Western Front Germans