Stalingrad introduces dense urban terrain map boards that show dense, heavily built-up areas within large cities. Because combat in an urban environment is very different from combat in the open terrain shown on map boards in the core TOI game and earlier expansions, the following rules occasionally deviate from previous rules featured in the core rules and expansions. The following rules do not supersede those rules. Rather, they are special cases that only apply to the dense urban terrain maps featured in Stalingrad and possible future expansions set in other cities such as Caen, Arnhem, and Berlin.

All 12 of the boards in this expansion, 40A/B through 51A/B, are considered dense urban terrain. Most of these boards are bordered by roads dividing them into city blocks, and many others have railways passing through them. Players may place any map boards from the TOI core game against the Stalingrad terrain boards since the dense urban terrain map boards represent bombarded/destroyed cities or towns and the TOI core game maps represent unscathed areas adjacent to or inside these cities/towns.

Where a Stalingrad map board has a road at its edge that connects with a TOI core game map, that road is considered a full road hex if it goes through the hex center dot.

Terrain types, overlays, and obstacles that also appear in the TOI core game function the same as they do in the core game (consult the Terrain Reference chart on the back cover).

Identifying Terrain

Buildings and other terrain in this expansion can occupy multiple hexes. To determine what kind of terrain a particular hex represents, look at the hex center dot. The terrain underneath this center point represents the terrain of that hex.


Blocking Terrain: Depends on hex's main terrain type
Movement Cost: It only costs a unit 1 movement point (MP) to enter a railway hex, regardless of the hex's main terrain type, as long as the active unit moved from another hex containing a railway or road contiguous to that of the hex entered. If a unit is not moving contiguously from a railway or road, the cost to enter a railway hex depends on the railway hex's main terrain type.
Cover: Equal to that of the hex's main terrain type.
Special Rules: "Railway" is a terrain type for movement purposes only. Railway hexes are blocking or cover-providing terrain only if the hex's main terrain type (such as building or bombarded terrain overlay) is blocking or cover-providing terrain.

Collapsed Building

Blocking Terrain: Yes
Movement Cost: 3 for squads, impassable for vehicles
Cover: 2
Note: Collapsed buildings are treated as elevation 0.


Blocking Terrain: No
Movement Cost: 1 to pass through, 2 to end movement on (vehicles may never end their movement on a fountain hex)
Cover: 2

New Terrain Overlay: Bombarded Terrain

Bombarded terrain indicates a hex so heavily shelled that only craters, rubble, and debris remain. It is no longer considered to be of its original terrain type.
Blocking Terrain: No
Movement Cost: 2 for squads, light vehicles may not enter. For heavy vehicles, see rule below.
Cover: 4 for squads, I for other units.

All units entering Bombarded Terrain must immediately end their movement. Squads may move normally during their next activation.

When activating a heavy vehicle for an Advance action or Fire and Movement action in bombarded terrain, a player announces the proposed action and rolls a die. On a result of - 1-4," the vehicle may move normally. On a result of "5," the vehicle's movement (MV) is reduced by 4 for this Action Turn. On a result of "6." the vehicle's MV is reduced to 0 for this Action Turn. The rest of the vehicle's action is taken normally.


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