The picture shows the advances and retreats of the Soviet and German units
near Belgorod after combats against defender hexes 3, 4, and 5 have been
resolved. Diversionary combats against defender hexes 1 and 2 are not
pictured or described. Defender Hex 3: This 3 - 1 attack has the Zhukov
leader counter committed, raising magnitude to level two. Both the primary
and one secondary die will be used. The primary die roll is one (a contact
result), and the secondary die roll is three (no result). Regardless of the
primary die roll, the Soviet player must lose a step (due to heavy losses)
each time the primary die is rolled in an attack the Zhukov leader supports.
Since the attack was against fortifications, and Sappers provided a shift,
the Sapper unit must be removed to satisfy the heavy loss requirement. The
German player loses no steps due to either die roll., but is not out of
danger. Any contact or exchange die roll made when Zhukov supports the attack
allows the Soviet player to attack a second time at the original odds. A
re-roll of the two dice yields a two (exchange) on the primary die, and a
five (one step lost by each side) on the secondary die. Normally, a full
strength unit can survive the First Combat Phase when it occupies a
fortification - not so in this case. The defending division loses two steps
and goes to the dead pile. The Soviet player reduces his strongest unit, the
tank corps, to satisfy the exchange. Two infantry units are reduced to
satisfy the secondary die roll step loss and the Heavy Loss step because
Zhukov was committed. At a cost of four steps, the Soviet player has punched
a gap through the German defenses. The two reduced infantry units occupy
Defender Hex 3, and the reduced tank corps advances two hexes to partially
surround Defender Hex 5.
Defender Hex 4: This 5 - 1 attack is rolled next, and the die roll is 6. The Soviet player does not have to re-roll because more than half of the attacking steps are Guards steps. The combat result is DR1. The German unit loses a step, becomes disrupted, and retreats two hexes. Even though attacking a fortification, the Soviet player does not suffer Heavy Losses because a six was rolled on the die ( a die roll of five would also preclude Heavy Losses). The 5th Guards Tank Army advances two hexes to complete the ZOC Bond behind Defender Hex 5. The tank corps, mechanized corps and tank brigade advance one hex to occupy Defender Hex 4.
Defender Hex 5: The odds for this attack are 4 - 1, and the Soviet player rolls a 3 (Defender Retreat). The Soviet must lose a step due to heavy losses while attacking a fortification, and since a Sapper brigade was used to provide a combat shift, they are eliminated to satisfy the result. The German division is eliminated because it has no retreat route (the Soviets blocked the last possible route when they created their ZOC Bond behind the unit). The First Tank Army advances two hexes, and the infantry unit occupies Defender Hex 5.
German Reaction Phase: The German player can only move units in one hex durin g this first turn, and elects to move reinforcements north to meet the threat to Kharkov. The troops in 4th Panzer Army will have to stand their ground and take the consequences.