This is English rules of "The Operation Berholz", a free postcard game presented by Command Magazine Japan Edition (CMJ) in 2006 and republished by Banner of War Studio (China) in 2017. Original webpage is here.
This mini-game was distributed in 2006. This game is based on the view of the world of Field Marshal published in 1976 by Jedko Games and republished in 2006 by CMJ #71. This game is a fictional wargame of "The Operation Berholz", Redmark's offensive to Bläustadt. This is a summary for the people who experienced wargames.
To a person who does not have the game (postcard):
Please download the game from the following, print it, and use it. In addition, there is a module for the people using VASSAL.
Game download (3.6MB)
Module download (270KB)
Bläustadt player places 2 infantry with a combat strength of 2 on 2 hexes with * mark.
Bläustadt player flips 5 Bläustadt Tanks to their back side and places them on the box 1 to 5 of the Turn Record Track one by one. At the beginning of Bläustadt Turn, Bläustadt player flips one to its front side and places it on the Supply Source, but Bläustadt player must roll 1d6. If the die rolls a "1", Bläustadt player must place it on the Port at the whim of the upper echelon (if the Port is already occupied, Bläustadt player places it on the Supply Source). Placing on the port is performed only once during the game.
Redmark attacks first. The players take two phases: 1. Tank Operation Phase 2. Whole Army Operation Phase.
Only Tanks may take operation in the Tank Operation Phase. Both the Tanks and the Infantry may take operation in the Whole Army Operation Phase.
Phasing player chooses either movement or combat. The choice is not per unit. All units obey the choice.
The units may move 2 hexes each Operation Phase. Stacking is not allowed (passing is allowed). The units must stop in a hex adjacent to an enemy. When a unit begins movement from a hex adjacent to an enemy, it may move only 1 hex. The units must expend all movement points to cross the river (even if adjacent to an enemy, the units may cross the river).
If Redmark player chooses movement in Operation Phase of Redmark Turn, the Redmark units may enter into the map from the west end.
The combat is resolved between adjacent units. At first phasing player declares all combinations, and then, resolves combats one by one. The attacker may attack one defender unit with multiple units (the contrary is not allowed). The players compare Combat Strength + 1d6. In case of a tie, the result is Exchange and both sides eliminate 1 unit. If one is more than the other, much one lets 1 enemy unit retreat. If one is double or more than the other, much one eliminates enemy units.
In the case of attacking beyond the river or attacking on the Port, the defender may roll 2d6 and choose much roll.
The attacker may perform both sides' retreat. The attacker retreats 1 hex. Retreating to a hex adjacent to an enemy is allowed. If, as a result of combat, enemy units disappear, the player may let one's unit advance to the hex.
The game is finished in 6 Turns. By that time, (1) if Redmark occupies the Supply Source or occupies 3 hexes or more among the Oilfields and the Port, Redmark wins (if it is 2, the game is tied. If less than 2, Bläustadt wins). (2) the one that eliminated enemy units with a combat strength of 15 or more in total wins.
Redmark units may occupy the Port and the Oilfields. Redmark player flips the unit to its back side on the hex to occupy it. Flipped units may not be flipped to their front side, may take neither the movement nor the combat. Bläustadt may not recapture the hexes. Both sides may not enter into the hexes.