To further simulate the intense urban combat in cities such as Stalingrad, buildings have now been assigned maximum elevations. The elevation of a building can be 0 (one floor). I (two floors), or 2 (three floors).

Assigning Building Level Limits

To indicate a building's maximum elevation, level limit tokens are placed on the board according to a scenario's set up map. See the Multi-Level Buildings example on page 7.

Buildings that have a maximum elevation of 0 do not have a level limit assigned to them. Multi-floor buildings have one level limit token assigned to them that applies to all contiguous building hexes in that particular building. This shows the maximum elevation a squad may attain in that building's hexes.

Collapsed buildings are always level 0.

Assigning Squad Level Indicators

A squad that moves into a building with a level limit token is not automatically considered to be at the maximum level. Instead, a squad is always considered to be at elevation 0 when it first enters a building.

After moving a squad from one floor to another. the player places a level indicator token on that squad to indicate its change in elevation. It is important to note that level indicator tokens always represent the current elevation of a squad, not the floor that the squad is on. Squads at elevation 0 do not need a token.

A level indicator token whose number is greater than the floor limit token in a building may not be placed next to a squad in the same building.

City Building Movement and Combat

A single hex in a multi-level building can have up to three floors (elevations 0, 1, and 2) of building hexes. Each of these floors counts as a separate hex unless the rules explicitly say differently (e.g. medic and officers abilities only work for units on the same floor). The following rules apply to movement and combat within buildings when playing the Stalingrad expansion.

  • To enter a building costs a squad 2 movement points (MP). However, this only applies to movement into the first hex of a new building.
  • Subsequent moves within the same building only cost a squad I MP per hex.
  • Changing elevation (floors) costs I MP. To do this, a player declares that his squad is changing floors and places a le‘ el indicator token on that squad to reflect the new elevation. The squad remains in the same hex.
    If a squad is returning to elevation 0 (ground floor), its elevation 1 level indicator token is simply removed.
  • A squad may only exit a building from elevation 0.
  • A squad that moves one hex inside a building and up one level in that hex would use 2 MR
  • The maximum number of squads in a hex at a single elevation remains 3. However, since squads at multiple elevations can be in the same hex, the maximum number of squads in a hex is 9 (three at elevation 0, three at elevation 1„ and three at elevation 2). Use the Crowded Building Tiles and location markers provided to show multiple squads on the same hex inside a building.
  • Opposing squads may be in the same building hex as long as they are at different elevations.
  • A squad has line of sight (LOS) to any adjacent hex at the same elevation in that building (see LOS Example, pg. 8). A squad also has LOS to any squad in the same hex whose elevation level is one higher or one lower than that of the squad from which LOS is being traced. However, a squad may not trace its LOS through an adjacent hex of the same building to any hexes outside of the building. It may only trace LOS outside of the building through adjacent hexes that are not part of the building (see Multi-Level Buildings example).
  • Building levels are equal in height to all other levels of elevation in the game (such as hills) and all other rules for LOS apply to any LOS traced into or out of multilevel buildings.
  • Assault combat is modified slightly when assaulting in a multi-level building. Due to the difficulties of assaulting up or down stairs, the assaulting squad loses one die from its total attack strength.
  • Both sides spent a great deal of effort to fortify buildings in Stalingrad, turning them into formidable strong points. Therefore, Engineer and Assault Engineer squads may place Entrenchment tokens in each level of building hexes.



The German player has a squad next to a multi-level building. The level limit token shows that all hexes in this building can be at a maximum of elevation I. He wishes to advance the squad into the building (2 WI, possibly incurring Op l=ire from the Soviet .quad in Hex A. and then up one floor (I /1411.1. After finishing its move, the German squad has a "I" level indicator token placed next to it. If the German squad had moved into Hex A on level 1, it would have LOS to the enemy squad on the floor below.


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