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[4.0] How To Win

4.1 The German player is generally on the offensive, trying to win the game by driving as fast as possible into the Soviet controlled portion of the map, there to capture Moscow and/or other key cities. If by early December he has managed to go significantly farther than occurred historically, he will be judged the winner of the game. The Soviet player generally wins by preventing his opponent from doing so; though an 'offensive solution' is also available to the Red Army commander (see 4.5 below). No drawn games are possible.

4.2 German Sudden Death Victory Via Moscow Entry Play stops, and the German player is declared to have won the game, the instant either hex of Moscow comes under his side's control. Note that doesn't necessarily mean the Soviet Union would thereby be fully defeated in the war. Victory in the game is awarded to the German player under this circumstance simply because, by actually succeeding in entering the city, he has thereby so out-performed both his opponent and his historic counterparts that he deserves to win in the competitive-comparative sense.

4.3 German Sudden Death Victory Via Isolating Moscow Play stops, and the German player is declared to have won the game, at the end of any phase that a supply line can no longer be traced from both hexes of Moscow to any one or more of the Soviet supply source hexes on the north or east map edges. (Both hexes may use the same or different tracing in order to complete a supply line. For more details on supply line tracing, see section 8.0.) Note this tracing has nothing to do with the fact the Moscow hexes themselves are supply sources for Soviet units inside them (see 8.3). Make the victory-check trace as if the Moscow hexes were themselves units needing supply from a board edge. Also note, by way of clarification, that both Moscow hexes must be cut off – together and simultaneously – in order for this victory condition to apply.

Note this accomplishment wouldn't necessarily mean the Soviet Union would thereby be fully defeated in the war. Victory in the game is awarded to the German player under this circumstance simply because, by isolating the city, he has thereby so out-performed both his opponent and his historic counterparts that he deserves to win in the competitive sense.

4.4 German Victory by Other Means
The German player is declared to have won the game if, at the end of Game Turn 9 (Dec I), he controls all five non-Moscow city hexes on the map: Kalinin, Kursk, Orel, Smolensk and Tula. The supply states of those hexes is not relevant. This rule works to prevent the Soviet player from unrealistically 'hedge-hogging' all his units into the northeast corner of the map.

4.5 Soviet Sudden Death Victory
Play stops, and the Soviet player is declared the winner, the instant any town or city lying to the west of the initial front line comes under his side's control. The supply state of the controlled hex is not relevant. This type of victory is awarded to the Soviet player because it means he's penetrated far enough into the German rear area so as to significantly disrupt his opponent's logistics and communications. The Soviet player is also awarded a sudden death victory if, for any reason, the German player fails to meet his withdrawal requirements (see 9.5).

4.6 Regular Soviet Victory
The Soviet player is declared to have won if, at the end of Game Turn 9 (Dec I), the German player hasn't fulfilled any of that side's victory conditions.

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