Defiant Russia
Defiant Russia Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components
- 3.0 Setting Up the Game
- 4.0 Sequence of Play
- 4.1 Weather Phase
- 4.2 Axis Organization Phase
- 4.3 Axis Movement Phase
- 4.4 Axis Combat Phase
- 4.5 Axis Exploitation Phase
- 4.6 Axis Exploitation Combat Phase
- 4.7 Soviet Organization Phase
- 4.8 Soviet Movement Phase
- 4.9 Soviet Combat Phase
- 4.10 Soviet Exploitation Phase
- 4.11 Soviet Exploitation Combat Phase
- 5.0 Supply
- 6.0 Movement
- 7.0 Combat
- 8.0 Weather
- 9.0 Terrain
- 10.0 New Units
- 11.0 Special Unit Types
- 12.0 Optional Rules
- 13.0 Winning the Game
1.0 Introduction
Defiant Russia is a two-player game based on the 1941 invasion of the Soviet Union by Nazi Germany and its Fascist allies. It is designed to be easily playable in a single session. One player takes the role of the Axis and the other that of the Soviets.
1.1 Rules Conventions
Defiant Russia is intended to be a very simple game. Don't overthink these rules: they mean what they say.
Each section of the rules is named and numbered. Subsections have a second number like this: 2.2, and subsections of subsections have a third number like this: 2.2.1. When a rule refers to another rule, that rule's number appears parenthetically, like (2.2). This helps you find it for reference. Whenever the rules say players must divide numbers, round any fractions up to the next whole number.
Combat is resolved using the roll for sixes method; players roll a number of dice and every 6 rolled on an individual die is a hit. In some cases units will hit on each result of 5 or 6 (7.5, 9.0).
2.0 Components
Defiant Russia includes one 28" x 22" map at a scale of 50 miles across each hex. Most of the 200 playing pieces represent the units that fought in the campaign and the rest are the markers required for the game. Axis units represent army corps. Soviet units represent armies (Infantry and Shock) and corps (Cavalry and Armor). Two large numbers are printed on all military units. The first is its combat strength; the second number its movement allowance. (You can see a full-color diagram, and pictures of all the nationalities and unit types, on the Player Card.)
Defiant Russia also includes several full-color playing aids: a charts card with useful game information, a setup card for each player showing where units begin the game, and a card for the introductory Defiant Poland scenario.
3.0 Setting Up the Game
A. The Soviet player sets up first. Each player has a setup card, showing where every unit begins play. (Note that some enter later as reinforcements.) Each unit also has a code in the upper right corner showing its starting location (Military District for Soviet units, Army Group for German). Some units enter play later as reinforcements; these have a number indicating the turn on which they appear. Units may not be set up in excess of stacking limits (6.2).
B. Some Soviet tank corps set up at reduced strength.
C. Once Soviet setup is complete, the Axis player sets up. Units may not be set up in excess of stacking limits (6.2).
D. The Soviet player controls all Soviet units; the Axis player controls all Axis units: German, Finnish, Romanian, Hungarian, Italian, and Turkish units. See the Player Aid Card for color pictures of each nationality and unit type.
E. Other than defense in combat, or unless otherwise specified, actions taken during a phase are performed by the phasing player or side.
4.0 Sequence of Play
Defiant Russia is played in a series of turns, each representing one month. The game is played for seven turns (June through December 1941), at the conclusion of which a winner is determined. Each turn is played in a specific order, as outlined below:
4.1 Weather Phase
If the Random Weather option (8.2) is in use, starting with Turn Three (August) the Soviet player rolls one die to determine the weather condition.
4.2 Axis Organization Phase
A. Axis Supply: Determine the supply status of Axis units and apply any effects (5.0).
B. Replacements: Beginning on Turn 3 (August), replacements may be used to restore reduced units to full strength or return previously eliminated units to play (10.1).
C. Air: The Axis receives any Air Points (11.7) designated for the turn.
D. Reinforcements: Finally, the Axis receives any reinforcements (10.2) scheduled to arrive.
4.3 Axis Movement Phase
Move Axis ground units as desired (6.0). Rail movement of ground units (6.5) is also performed in this phase. Axis units may not move by sea.
4.4 Axis Combat Phase
The Axis must attack all adjacent Soviet units (7.0; exceptions in 9.0).
4.5 Axis Exploitation Phase
Most Axis units are allowed limited movement in this phase (6.6).
4.6 Axis Exploitation Combat Phase
Any Axis unit capable of movement in the Axis Exploitation Phase (whether or not it actually moved), may attack adjacent Soviet units. Unlike the Axis Combat Phase, adjacent units are not required to attack in this phase; selected Soviet-occupied hexes may be attacked.
4.7 Soviet Organization Phase
A. Soviet Supply: Determines the supply status of Soviet units and apply any effects (5.0).
B. Replacements: Beginning on Turn 2 (July), replacements may be used to restore reduced units to full strength or return previously eliminated units to play (10.1).
C. Air: The Soviet player receives any Air Points (11.7) designated for the turn.
D. Partisans: Beginning on Turn 4 (September), the Soviet player determines the effects, if any, of partisan activity (11.2).
E. Reinforcements: Finally, the Soviet player receives any reinforcements (10.2) scheduled to arrive.
4.8 Soviet Movement Phase
Move Soviet ground units as desired (6.0). Rail (6.5) and Sea (11.55) movement are also performed in this phase. An airborne operation is permitted (11.31) on a Snow turn.
4.9 Soviet Combat Phase
The USSR must attack all adjacent Axis units (7.0).
4.10 Soviet Exploitation Phase
A limited number of Soviet units may move in this phase (6.6).
4.11 Soviet Exploitation Combat Phase
Any Soviet unit capable of movement in the Soviet Exploitation Phase (whether or not it actually moved), may attack adjacent Axis units. Unlike the Soviet Combat Phase, adjacent units are not required to attack in this phase; selected Axis-occupied hexes may be attacked.
4.12 End of Turn
Once each of the phases has been completed, advance the Turn Marker and repeat the process for the subsequent turn. After seven turns, the game ends.
5.0 Supply
During his or her organization phase, each side checks the supply state of its units (Axis player in the Axis Organization Phase, Soviet player in the Soviet Organization Phase). Supply is also determined again at the instant of combat (7.13). To be supplied, a unit must trace a path of three hexes or fewer to a rail line. This path must be free of enemy units or zones of control (6.3) unless the hex is occupied by a friendly unit. From this point, the rail line must lead to Berlin or Vienna for Axis units, or the east edge of the map, Saratov or Grozny for Soviet units, with none of its hexes occupied by an enemy unit or zone of control (6.3) unless the hex is occupied by a friendly unit. A unit that satisfies these requirements is in supply and can function normally.
5.1 Effects
A. If a unit cannot trace a supply route it is out of supply. Rotate the unit so that it will be apparent to both players that it is out of supply.
B. In combat, the unit has a value of one for attacks.
C. When defending, the unit's combat strength is halved, rounding any fraction up.
D. The unit's movement allowance is halved (round any fraction up) and the unit may not use rail movement.
E. A unit is never eliminated for being out of supply, but out of supply units have a very short life expectancy in game play. A unit that is eliminated while out of supply is permanently removed from play and may never be replaced (10.1).
5.2 Snow
Non-Finnish Axis supply paths are reduced to two hexes during Snow weather. Soviet and Finnish supply paths are not reduced.
5.3 Finnish Supply
A Finnish unit is always in supply in any hex of Finland, but must trace a normal supply path to a rail line leading to Helsinki if the unit is outside the country.
6.0 Movement
During the movement phase, a side may move, some, none, or all of its eligible units. Each unit has a movement allowance that determines how far it can move. A unit may not exceed this number, though a unit may always move one hex as long as it is capable of movement. A unit may never enter a hex containing an enemy ground unit. (Leaders and fleets are NOT ground units.)
6.1 Moving Units
Moves units individually or in stacks (6.2) from hex to adjacent hex, expending movement points (MPs) from the unit's movement allowance according to the movement costs of the terrain in the hex. In the case of rivers, expend MPs of the terrain on the hexside. Refer to the Terrain Effects Chart (TEC) for MP costs.
6.1.1 Cannot Exceed Movement Allowance
A unit may not exceed its movement allowance in a single movement phase. Retreats, advances after combat, and exploitation movement (6.6) do not count against a unit's movement allowance.
6.1.2 Terrain Affects Movement Costs
Movement costs vary depending on unit type, as shown on the TEC.
6.1.3 Factors Affecting Movement Allowance
Supply condition, weather, terrain and the presence of enemy zones of control can all affect a unit's movement allowance.
6.1.4 One Hex Movement Allowed
Remember, a unit may always move one hex regardless of the movement costs shown on the TEC. This exception does not apply to movement from one zone of control to another (6.3.1).
6.2 Stacking
Up to two units may occupy the same hex, with some exceptions. This is called stacking. Stacking limits must be observed at the end of each phase when any units in excess of stacking limits are eliminated (opposing player's choice). As limits only apply at the end of a phase, any number of units may transit a hex during movement or retreats (7.2.3).
6.2.1 Soviet Armies
No more than one Soviet Infantry, Mountain, or Shock army may occupy a hex. Two Soviet armies may not stack together, but one Soviet army and one Soviet tank, Cavalry or airborne corps may do so.
6.2.2 National Hatred
Hungarian and Romanian units may never end a phase stacked together.
6.3 Zones of Control
A Zone of Control (ZOC) represents the influence a unit exerts into the six hexes surrounding the hex it occupies. All combat units exert a ZOC; leaders and fleets do not.
6.3.1 ZOC Movement Effects
A. A unit other than Armor must stop moving as soon as it enters an enemy ZOC, unless another friendly unit currently occupies the hex.
B. Units may not move directly from ZOC to ZOC (unless each hex is currently occupied by another friendly unit) except for Armor units.
6.3.2 ZOCs and Armor
A. An Armor unit is not required to stop moving when it enters an enemy ZOC, even if the hex is not occupied by another friendly unit.
B. Like other units, an Armor unit may move directly from ZOC to ZOC if each hex is currently occupied by another friendly unit.
C. Unlike other units, Armor units may move directly from ZOC to ZOC even if the hex is not occupied by another friendly unit at a cost of one additional MP beyond the cost to enter the hex. Thus Armor units do not have to stop upon initially entering a ZOC.
D. German Armor may only make such a move during Clear weather turns. They may do so during Light Mud weather if accompanied by the leader Guderian (11.6.1).
E. Soviet Armor units may do so during both Clear and Snow turns at the same cost.
6.3.3 ZOC Combat Effects
Units (even Armor units) may not retreat into or through an enemy ZOC unless the hex is occupied by a friendly unit.
6.4 Controlling Territory
A. At start, the USSR controls all hexes in the Soviet Union, Lithuania, Latvia, Estonia, Eastern Poland, and Bessarabia.
B. At start, the Axis controls all hexes in Germany (including East Prussia), Poland, Slovakia, Finland, Yugoslavia, Bulgaria, Hungary, and Romania.
C. During the course of play, each side controls all hexes occupied by its units and any through which its units were the last to pass. This is important for rail movement (6.5), retreat (7.2.3), and replacement (10.1.4) considerations.
6.5 Rail Movement
A. Both sides can move units by rail. The Axis is limited to moving three units (two during Snow turns) per turn by rail. The USSR's limit is six units.
B. Rail movement is only possible in each player's initial movement phase.
C. To move by rail a unit must begin on a rail hex, then may move any number of hexes, tracing its path along connected rail hexes, and ending its movement in a connected rail hex.
6.5.1 Friendly Control Required
Rail movement is only possible over rail hexes that were friendly-controlled at the beginning of the movement phase. (You cannot exploit a hole in the enemy's line by hopping a train to Moscow if the Kremlin is still behind Soviet lines!)
6.5.2 Effects of ZOCs
A unit moving by rail may not enter an enemy ZOC, unless negated by the presence of a friendly unit and if the hex was friendly-controlled at the beginning of the movement phase.
6.5.3 No Other Movement in the Phase
A. A unit that moves by rail may not otherwise move in the Phase, but can still attack in the Combat Phase. (It would have to end its rail movement next to an enemy unit.)
B. A unit that moves by rail is eligible for exploitation movement.
6.5.4 No Effect on Non-Rail Movement
Regular movement along a rail line has no additional benefit. The presence of a rail line does not negate the terrain costs of the hex.
6.5.5 Reinforcements and Replacements
Reinforcements (10.2) and units returned to play via replacements (10.1) may use rail movement in the subsequent movement phase, but count against the limits above.
6.6 Exploitation Movement
During the Exploitation Movement Phase certain Axis and Soviet units may move additional MPs, dependent on the weather.
6.6.1 Axis Movement Allowances
A. In Clear weather the following Axis units have the number of MPs per the chart below:
| Unit Type | Nationality | MPs |
|---|---|---|
| Armor | G | 3 |
| Mountain | G/R/T | 1 |
| Cavalry | R | 1 |
| Infantry | G/I | 1 |
G German, R Romanian, T Turkish, I Italian
B. Romanian Infantry, Turkish Infantry, all Hungarian units, and all Finnish units may not move in the Exploitation Movement Phase.
C. In Snow weather all Axis units allowed exploitation movement have one MP.
6.6.2 USSR Movement Allowances
In Clear and Snow weather Soviet Armor units have two MPs, and Cavalry and Shock units have one MP. Soviet Infantry may not move in the Exploitation Movement Phase.
6.6.3 Exploiting in Mud
A. Exploitation Movement is not possible in a Mud turn.
B. In Light Mud turns the only units permitted to move in the Exploitation Movement Phase are German Armor units stacked with the German leader Guderian (11.6.1).
6.6.4 Minimal Exploitation
A unit capable of movement may always move one hex regardless of the movement costs shown on the TEC. This exception does not apply to movement from one ZOC to another (6.3.1).
6.7 Turn One (June) Special Rules
A. In the Axis Movement Phase Soviet ZOCs do not extend across the border.
B. Hungary is neutral and no unit of either side may enter a hex in Hungary during movement or combat phases at any time during the June turn. No retreats into Hungary are allowed. Units of either side may enter Hungary after Turn One.
7.0 Combat
A. During the regular Combat Phase, the active side (Axis in the Axis Combat Phase; USSR in the Soviet Combat Phase) must attack every adjacent enemy unit.
B. Every active unit adjacent to an enemy unit must attack and every enemy unit which is adjacent to an active unit must be attacked.
C. The only exception is for units in intact fortresses (Leningrad, Brest, Sevastopol), which are not required to attack, but must be attacked.
D. Combat is optional during the Exploitation Combat Phase, but only units capable of exploitation movement may attack in the Exploitation Combat Phase.
7.1 Attacking
A. A stack must be attacked as a whole; individual units may not be singled out.
B. The attack strength of a single unit may not be split so as to attack two hexes, but an attack by the units in a single hex against all adjacent units, even if in more than one hex, can be conducted, using terrain effects most favorable to the defender.
C. Each attacking unit may only attack once per Combat Phase (and again during the Exploitation Combat Phase, if eligible) and each hex occupied by defending units may only be attacked once per Combat (and again during the Exploitation Combat Phase, if eligible enemy units are adjacent).
7.1.1 Procedure
Each unit has a combat strength, expressed as a number of factors. Each player rolls one die for each factor of units involved in the battle. Each result of 6 yields a hit on the enemy unit(s) under attack.
Example: The Romanian mountain corps (a 4-4 unit) attacks the Soviet 18th Tank Corps (2-4) in clear terrain. The Axis player rolls four dice, the Soviet player rolls two.
7.1.2 Modifiers
A. The terrain the defending units occupy (including hexsides across which they are attacked) can modify the number of dice used, or give an additional combat effects (9.0).
B. All terrain and weather effects are cumulative.
C. Axis units also suffer ill effects during Snow turns (8.3).
Leaders (11.6) can affect combat.
7.1.3 Supply
A. Determine supply (5.0) again for both attacking and defending units at the instant an attack is resolved (in either combat phase). This is because movement (including advances and retreats) can affect the supply status of a unit.
B. Defending units which are out of supply are halved in strength (round fractions up).
C. Attacking units that are out of supply have a strength of one.
7.2 Combat Results
For each hit, one target unit must be flipped to its reduced-strength side. If already on its reduced-strength side (or if it has none), the unit is eliminated. Should one side in a battle suffer more than one hit, some of these losses may be satisfied through retreats (see below).
7.2.1 Retreating Defenders
A. Instead of reducing or eliminating units, the defender may elect to retreat the unit or units in the hex under attack.
B. At least one hit must be satisfied by reducing a unit before the surviving units in the hex may retreat.
C. The units may then retreat a number of hexes equal to the number of hits still to be satisfied, or in some combination of hexes retreated and units reduced or eliminated.
Example: Two full-strength Soviet units are attacked and suffer four hits. The Soviet player flips one unit to its reduced side and can retreat the stack three hexes to satisfy the rest of the losses. S/he could elect to reduce both units and retreat them two hexes, or eliminate one unit and retreat the other two hexes. Or s/he could eliminate one unit, reduce the other, and retreat it one hex.
7.2.2 Retreating Attackers
A. Instead of reducing or eliminating units, the attacker may satisfy one hit by retreating its attacking units.
B. At least one hit must be satisfied by reducing a unit before the surviving units in the hex may retreat. The units may then retreat one hex, and one hit is satisfied.
C. Any remaining hits must be satisfied by reducing or eliminating units.
D. If any attacking unit retreats, all of them must do so, even if they were attacking from different hexes.
7.2.3 Retreat Procedure
A. Retreats must be made away from the original hex and toward a friendly map edge (east for the Soviets, west for the Axis) if possible. Otherwise, the unit must retreat toward a friendly-controlled city.
B. Stacking limits must be observed at the end of a retreat. If no other choice is available, retreat the minimum number of units to another hex until stacking limits are met, taking the remaining hits as losses.
C. Enemy ZOCs block retreats, unless a friendly unit occupies the hex. This may force the owning player to take step reductions rather than retreating if retreat is not possible.
7.2.4 Maximum Loss
If one side in a battle suffers more losses than could be satisfied by reducing or eliminating units, all of its units are eliminated. The losses cannot be reduced through retreat.
Example: Two full-strength Soviet units are attacked and suffer five hits. Both are eliminated; the Soviet player does not have the option to retreat.
7.2.5 Order of Battle
It is highly likely that both players will have to satisfy hits. The player who suffered more hits must resolve losses and retreats first. If an equal amount of hits are inflicted, the attacker must satisfy losses first.
7.3 Advance After Combat
A. If combat clears all defending units from the hex under attack, due to retreat or elimination, the attacker may occupy the hex with surviving attacking units, but stacking limits still apply.
B. This advance costs no MPs and ZOCs have no effect.
C. In order to advance, all attacker losses must have been satisfied by reducing or eliminating units.
D. If the attacker retreats, defending units may not occupy an attacker's hex.
7.4 Exploitation Combat
Combat in the Exploitation Combat Phase is resolved exactly as described above, except that every enemy unit adjacent to every friendly unit need not be attacked. Therefore, if a friendly unit capable of attacking during the Exploitation Combat Phase is adjacent to three enemy-occupied hexes, the active player may choose attack only one of them or even none.
7.5 Panzer Shock
During Turn One (June), all German Armor units hit on a 5–6 in both the regular and exploitation combat phases.
8.0 Weather
Players may choose to use the historical weather pattern or, as an option, determine weather conditions randomly. As 1941 did not meet the usual weather pattern for Eastern Europe, the historical participants did not know what to expect and so we recommend the optional method.
8.1 Historical Weather
| Turn | Month | Weather |
|---|---|---|
| 1 | June | Clear |
| 2 | July | Clear |
| 3 | August | Clear |
| 4 | September | Light Mud |
| 5 | October | Mud |
| 6 | November | Clear |
| 7 | December | Snow |
8.2 Random Weather (Optional)
| Turn | Month | Clear | Light Mud | Mud | Snow |
|---|---|---|---|---|---|
| 1 | June | 1–6 | |||
| 2 | July | 1–6 | |||
| 3 | August | 1–5 | 6 | ||
| 4 | September | 1–2 | 3–4 | 5–6 | |
| 5 |
# die roll resulting in that weather type
8.3 Weather Effects
8.1.1 Clear
All units move and fight with their normal capabilities.
(The printed heading for this subsection reads "8.1.1 Clear" and sits under 8.3 Weather Effects; the number is transcribed as printed.)
8.3.2 Light Mud
There is no Soviet Exploitation Movement Phase and the Axis Exploitation Movement Phase is very limited (see 6.6.3).
8.3.3 Mud
There is no Exploitation Movement Phase for either player. All units have their movement allowances halved (round fractions up). Armor units may not move through ZOCs.
D. Defending units are never forced to attack.
8.3.4 Snow
Axis Exploitation Movement is limited (6.6.1).
Axis rail capacity (6.5) is reduced to two.
The combat factor of Axis units, except Finnish units and German and Romanian mountain units, is halved (round fractions up) when attacking.
The Soviet Airborne unit may drop (11.3).
All lakes are frozen and treated as clear terrain.
All swamps in or north of hex row 15xx are treated as woods.
Axis supply lines, except those for Finnish units, are reduced from three hexes to two.
All Soviet attacks during the first Snow turn hit on a 5–6, rather than just a 6.
9.0 Terrain
Terrain has profound effects on movement and combat, as follows:
9.1 Land Effects
9.1.1 Clear
No adjustments.
9.1.2 Mountain Hex
A. Costs 2 MPs for Infantry and Cavalry to enter, 3 MPs for Armor and 1 MP for Mountain.
B. Add one to the combat strength of each unit defending in a mountain hex. (So a 3-3 Infantry unit would roll four dice if defending a mountain hex, while two 3-3 Infantry units would roll eight.)
9.1.3 Forest Hex
A. Costs 2 MPs for an Armor unit to enter.
B. Add one to the total combat strength of units defending in a forest hex. (So a 3-3 Infantry unit would roll four dice if defending a forest hex, while two 3-3 Infantry units there would roll seven.)
9.1.4 Swamp Hex
A. Costs 3 MPs for an Armor unit to enter, 2 MPs for all other unit types.
B. Add one to the total combat strength of units defending in a swamp hex. (So a 3-3 Infantry unit would roll four dice if defending a swamp hex, while two 3-3 Infantry units there would roll seven.)
C. Halve the strength of Armor units attacking a swamp hex (round fractions up, per unit involved).
9.1.5 City Hex
A. No effect on movement.
B. Subtract one from the combat strength of each Armor unit attacking into a City hex.
9.1.6 Major City Hex
A. No effect on movement.
B. Subtract one from the combat strength of each Armor unit attacking into a Major City hex.
C. Add one to the total combat strength of units defending in a Major City hex.
9.1.7 River Hexside
A. Costs Armor units 1 MP (in addition to the cost for the hex entered) to cross.
B. No additional cost for other units.
C. Subtract one from the combat strength of each unit attacking across a river hexside, even if attacking in conjunction with units not attacking across a river hexside.
9.1.8 Fortress Hex
A. Brest, Sevastopol, and Leningrad are fortresses.
B. No effect on movement.
C. Subtract one from the combat strength of each unit attacking into a Fortress hex.
D. Defending units hit on a 5–6, and are never forced to attack.
E. Once a fortress hex has been occupied by an Axis unit, all benefits are lost.
F. Fortress and Major City combat effects are not cumulative.
9.2 Multiple Effects
All terrain and weather effects are cumulative except as noted. For example, a 4-6 German Armor unit would be halved attacking in Snow (4 becomes 2) and if attacking into a Swamp hex south of row 15xx, halved again (to 1).
9.3 Narrow Straits
There are three narrow straits on the map, noted by large yellow arrows, which have some special game effects.
9.3.1 Movement
A. ZOCs do not extend across a strait.
B. It costs Armor units 3 MPs (in addition to the cost for the hex entered) to cross a strait and other units an additional 2 MPs.
9.3.2 Combat
A. Subtract one from the combat strength of each unit attacking across the strait, even if attacking in conjunction with units not attacking across the strait.
B. Add one to the combat strength of each unit defending against an attack across the strait, provided the defenders are not simultaneously attacked from another hex.
9.3.3 Naval Power
A. If a full-strength Fleet is within two hexes of either strait hex, it costs an Axis unit's entire movement allowance to cross the hexside (units must begin the turn in 2618 and expend all movement to move to 2619, or vice versa).
B. This applies only to the Black Sea Fleet because the Baltic Fleet may not leave Leningrad.
9.3.4 Across the Putrid Sea
A. The rail line running across hex 2517 (the Sivash, or Putrid Sea) is only available for rail (not normal) movement and not to the Axis if the full strength Black Sea Fleet is within two hexes of any rail hex that crosses the sea.
B. Neither side may attack from hex 2418 to hex 2517, or vice-versa.
9.3.5 Cow Crossing
The Bosporus (between hexes 3112 and 3113) is treated as a river. (If your units are crossing the Bosporus, strange things have happened in your game.)
9.4 Neutral Nations
A. No units may enter Sweden.
B. No units may enter Turkey unless the Defiant Turkey option (12.5) is in use and Turkey has entered the war.
9.5 Edge of the World
Units may enter the half hexes along the edge of the map.
10.0 New Units
During the course of play both sides receive new units as reinforcements, and replacement points they can use to restore eliminated units to play or reduced units to full strength.
10.1 Replacements
Replacement points allow each side to restore eliminated units to play at reduced strength and to bring reduced units to full strength.
10.1.1 Procedure
A. Restoring a reduced unit to full strength requires one replacement point.
B. Two replacement points are required to bring an eliminated unit back into play at reduced strength.
C. An eliminated unit may not be brought back into play at full strength in a single turn.
D. To be restored, a reduced unit must be in supply (5.0). It may be in an enemy ZOC. During the Organization Phase, flip it to its full-strength side.
10.1.2 Restrictions
A. Replacement points may not be accumulated from turn to turn. If not used, they are lost.
B. A unit that is destroyed while out of supply is permanently removed from play and may never be replaced.
C. A unit that has received replacements or has been rebuilt may function normally that turn.
10.1.3 Axis Replacements
A. The Axis receives two replacement points each turn beginning with Turn Three (August).
B. Eliminated units returned to play are placed in Warsaw at reduced strength.
C. Only one Armor unit per turn may receive a replacement point.
10.1.4 Soviet Replacements
A. The Soviet player receives a base of six replacement points per turn, starting on Turn Two (July).
B. This number is reduced by one (each) if Leningrad, Moscow, Kiev, or Stalingrad is controlled (6.4) by the Axis.
C. The Soviet player also loses a replacement point if a rail line free of Axis units cannot be traced from the city to the east edge of the map, Saratov, or Grozny.
D. Eliminated units returned to play are provided at any of Leningrad, Moscow, Kiev, or Stalingrad provided that a rail line free of Axis units can be traced from the city to the east edge of the map, Saratov, or Grozny.
E. From July to September, up to two Armor units may receive replacements.
F. From October to December, only one Armor unit may receive replacements. This represents the displacement of heavy industry to the east.
10.1.5 Cradle of the Revolution
A. Note the special case of Leningrad: as a fortress it is always in supply and thus reduced units occupying it can always receive a replacement point.
B. However, if a rail line free of Axis units or ZOCs (unless negated by the presence of a friendly unit) cannot be traced from Leningrad to the east edge of the map, Saratov, or Grozny, no eliminated unit can be rebuilt there, and the USSR is down one replacement point overall, even though a point could be expended in Leningrad.
10.2 Reinforcements.
A. Some units enter play as reinforcements. These are indicated by a number (representing the turn on which they enter) in the upper right corner; a list of them is shown on each player card.
B. Reinforcements are placed in the Organization Phase, after replacements have been used.
C. Axis units enter at Berlin or Vienna.
D. Soviet units enter one per Soviet-controlled major city, subject to stacking limitations.
E. A reinforcement may not enter at Leningrad if a rail line free of Axis units or ZOCs (unless negated by the presence of a friendly unit) cannot be traced from Leningrad to the east edge of the map, Saratov, or Grozny.
F. A reinforcement may be placed at Sevastopol or Odessa (subject to stacking limits) as long as the Black Sea Fleet is in play.
G. If there are not enough eligible major cities, the excess Soviet units appear at a rail hex on the east edge of the map, Saratov, or Grozny.
11.0 Special Unit Types
11.1 Shock Armies
Shock armies function exactly like infantry armies, except they have the ability to move during Exploitation Movement and to attack during Exploitation Combat.
11.2 Partisans
During 1941 the Partisans had not developed the impact they would have later. To loosely simulate their effect, the Soviet player rolls one die in the Organization Phase, beginning with Turn Four (September). On a 6 the Axis player must reduce one Infantry unit (but not a Finnish unit) to simulate having to garrison rail lines, supply depots, and the like.
11.3 Airborne
11.3.1 Soviet Airborne
A. The lone Soviet Airborne unit enters as a reinforcement on Turn Six (November).
B. It may make a paradrop on Turn Seven (December). If using optional random weather (8.2) it could also drop on Turn Six if Turn Six is a Snow turn.
C. The unit must begin the Soviet Movement Phase in a city or major city hex. At the start of the movement phase place it anywhere within four hexes, including a hex in an Axis ZOC, but not one occupied by an Axis unit.
D. The Soviet player then rolls one die. On a 1, the unit is destroyed. On a 2–3, the unit is reduced. On a 4–6 there is no effect.
E. The airborne unit may drop in either the Initial or Exploitation Movement Phases and may not otherwise move in the turn it is dropped. It may attack in the turn it is dropped, but in any subsequent exploitation phase may not move or attack unless dropped.
F. The airborne unit may only drop once per game.
11.3.2 German Airborne
A. The German Airborne unit is only available if the Early Start optional rule (12.3) is in use.
B. It may be used as an infantry corps, in which case it may not move during the Exploitation Movement Phase.
C. It may also conduct one parachute drop during the course of the game. To do so, the unit must begin the Axis Movement Phase in a city or major city hex, on a turn with Clear weather. At the start of the movement phase place it anywhere within four hexes, including a hex in a Soviet ZOC, but not one occupied by a Soviet unit.
D. The Axis player then rolls one die. On a 1, the unit is destroyed. On a 2, the unit is reduced. On a 3–6 there is no effect.
E. The airborne unit may drop in either the regular or Exploitation Movement Phases but may not otherwise move in the turn it is dropped. It may attack in the turn it is dropped, but in any subsequent exploitation phase may not move or attack unless dropped.
F. The airborne unit may only drop once per game.
11.4 Axis Minors
The minor powers Hitler enlisted (or coerced) into his Crusade Against Bolshevism were hardly enthusiastic. Most differences have already been noted.
11.4.1 Replacements
A. Replacements may not be used on Hungarian, Italian, or Finnish units.
B. Rebuilt Romanian units appear at Bucharest.
11.4.2 Finnish Zone of Operations
Finnish units may not move south of hex row 05xx unless Leningrad is Axis-controlled.
11.4.3 Hostility
A. Romanian units may not enter Hungary, and vice versa.
B. Hungarian and Romanian units may never end a phase stacked together.
11.4.4 Romanian Home Defense
The three units assigned to Romanian Home Defense (see Axis Setup Card) may not leave Romania or attack across a Romanian border.
11.4.5 Conquest
A. All Finnish units are removed from play if the Soviets occupy Helsinki in any Organization Phase.
B. All Romanian units are removed from play if the Soviets occupy Bucharest in any Organization Phase.
C. The Hungarian unit is removed from play if the Soviets occupy Budapest in any Organization Phase.
D. Italy cannot be conquered in the context of the game.
E. Turkey cannot be conquered in the context of the game...
11.5 Red Navy
The Soviet player has two naval units: the Baltic and Black Sea Fleets.
11.5.1 Fleet Movement
A. The Baltic Fleet may never move from Leningrad.
B. The Black Sea Fleet may move any number of sea hexes in the Initial Movement phase.
C. The Black Sea Fleet may enter sea and coastal hexes, but not land hexes. It may not leave the Black Sea.
11.5.2 Displacement
A. If the Black Sea Fleet is alone in a hex the Axis player may move units into the hex.
B. The Black Sea Fleet must be moved into an adjacent hex not containing Axis units (across a hexside containing water).
C. In the unlikely event that this is not possible, the fleet is destroyed.
11.5.3 Fleets in Combat
A Fleet may apply its combat strength to attack an adjacent hex or defend the hex it occupies, but only in conjunction with Soviet land units. Fleets only hit on a 6, never a 5–6 if defending in a Fortress or attacking during a Snow Turn.
11.5.4 Air Attack
A. During the Axis Combat Phase (not the Exploitation Combat Phase), Axis air points (11.7) may be used against a Fleet if an Axis unit is within four hexes of the Fleet.
B. On a 5–6, the fleet is reduced (or eliminated if already reduced).
C. Up to three Air Points may be assigned to attack each Fleet in a single turn.
11.5.5 Sea Movement
A. A Soviet unit that begins the movement phase in one of the three Black Sea ports (Odessa, Sevastopol, and Novorossiysk) may be transported by the Black Sea Fleet to another Soviet-controlled port.
B. The fleet must also begin the movement phase in the port.
C. This uses the entire movement allowance of the unit being transported.
D. If the fleet is reduced, it may only transport a reduced-strength unit.
E. As long as the Black Sea Fleet exists, one unit may trace supply to a one of the ports.
11.5.6 Fleet Strength
A. The Baltic Fleet has no reduced-strength side, so it has no combat factor if reduced, though it still provides its other functions.
B. To help satisfy losses, the USSR may elect to reduce a fleet if it is defending a hex.
C. If forced to retreat, the Black Sea Fleet may only enter sea or coastal hexes.
11.6 Leaders
There are four Leaders in the game: Guderian, Mannerheim, Stalin, and Zhukov (plus one optional leader, Timoshenko; see 12.7).
A. Leaders do not count for stacking.
B. Refer to specific sections for their special effects.
C. If any unit with which a leader is stacked is eliminated (not merely reduced), roll a die. On a 1, the leader is killed.
D. If all units with which a leader is stacked are eliminated, the leader is killed on a 1–2.
E. If the leader survives, refer to his specific section for what occurs.
11.6.1 Guderian
A. Guderian starts the game with any German Armor unit belonging to Army Group Center.
B. He must always accompany a German Armor unit and moves with it.
C. Add two to the total combat strength of units stacked with Guderian when attacking on Clear turns.
D. Add one to the total combat strength of units stacked with Guderian when attacking on any other turn or when defending.
E. Armor units stacked with Guderian may move one hex during the Exploitation Phase in Light Mud turns and attack (the only Axis units allowed to do so).
F. If he survives, but every Armor unit stacked with him is eliminated, place him with the nearest German Armor unit (Axis player's choice if two are at equal distance). If no German Armor units are in play, Guderian loses hope of an Axis victory (as should you) and retires; his playing piece is removed from play.
11.6.2 Mannerheim
A. Mannerheim starts the game with any Finnish unit and may never leave Finland.
B. Mannerheim must always accompany a Finnish unit (not necessarily the same Finnish unit) and moves with it.
C. Add two to the total combat strength of units stacked with Mannerheim when defending on Snow turns.
D. Add one to the total combat strength of units stacked with Mannerheim when defending on any other turn.
E. If he survives the elimination roll in 11.6 but every unit stacked with him is eliminated, place him with the nearest Finnish unit (Axis player's choice if two are at equal distance). If no Finnish units are in play, Mannerheim flees into exile; his playing piece is removed from play.
11.6.3 Stalin
A. Stalin starts the game in Moscow.
B. Add two to the total combat strength of units stacked with Stalin for morale effect; add three if they include at least one NKVD army.
C. Stalin may not move from Moscow, unless it is as part of a Soviet retreat.
D. Any two Soviet units can stack with Stalin, not just an army and a corps as elsewhere.
E. If he survives the elimination roll in 11.6 but every unit stacked with him is eliminated, place him in Stalingrad, Leningrad, or Gorki provided that a rail line can be traced there from Moscow. If no such rail line exists, roll another die. Stalin is killed on a 1–3 (1 or 2 in a Snow turn, as German planes are grounded); if he survives he is placed in Stalingrad, Leningrad, or Gorki.
11.6.4 Zhukov
A. Zhukov enters as a reinforcement in September.
B. Zhukov may move by rail in the first Movement Phase (only), counting against the Soviet limit, and may move three hexes beyond that (unaffected by terrain but ZOC blocks movement as normal).
C. He may also move two hexes in the Exploitation Movement Phase.
D. Zhukov must always end the Soviet movement and combat phases stacked with a Soviet ground unit.
E. Add two to the total combat strength of units stacked with Zhukov and add one to the total combat strength of all Soviet units in two hexes adjacent to Zhukov when attacking.
F. Add one to the total combat strength of units stacked with Zhukov when defending.
G. If he survives the elimination roll in 11.6 but every unit stacked with him is eliminated, place him with the nearest Soviet unit (Soviet player's choice if two are at equal distance).
H. Zhukov and Stalin may not combine their effects.
11.7 Air Power
A. Air Points are received during the Organization Phase according to the schedule below.
B. Air Points may not be accumulated; if not used on the turn received they are lost.
C. An Air Point may be used to bolster an attack. Up to three Air Points may be added to a single attack.
D. Each Air Point allows the attacking player to roll one extra die.
E. A German unit must be involved in the attack in order to use an Axis Air Point. Axis Air Points may also be used against Soviet Fleets (11.5.2).
F. Air Points may not be used in the Exploitation Combat Phase.
G. Air Points appear as follows:
| Turn | Month | Axis | Soviet |
|---|---|---|---|
| 1 | June | 6 | 0 |
| 2 | July | 8 | 0 |
| 3 | August | 8 | 0 |
| 4 | September | 7 | 1 |
| 5 | October | 6 | 2 |
| 6 | November | 4 | 2 |
| 7 | December |
11.8 Workers' Militia
A. If the Axis attacks a city occupied by only one defending unit, roll one die. Place one Workers' Militia unit there on a 6 if it is a minor city, or 4–6 if it is a major city or fortress.
B. The Militia is a corps-sized unit for stacking purposes and only has one step.
C. Two such units may be in play at one time and the USSR may voluntarily disband such units during its Organizational Phase.
11.9 NKVD Armies
Soviet NKVD armies, and any unit stacked with them, are never required to attack adjacent enemy units. NKVD armies are treated as Soviet units for all other game functions.
12.0 Optional Rules
The following are optional rules to handicap a superior player or just throw an element of randomness into the game.
12.1 Axis Preparation
Three German (not Romanian or Finnish) units may stack in each hex during the initial setup of the game. Once they leave the hex in which they start play, they must conform to the usual stacking limits.
Historical Validity: High. The German attack was very well-organized.
Play Balance Note: This is a strong advantage for the Axis player.
12.2 Five-Year Plan in Four
Soviet production targets for tanks, trucks and other weapons are reached ahead of schedule. All Soviet tank corps begin play on their full-strength side.
Historical Validity: Fair. Soviet industry was already running at high capacity and could not have done more to produce the desired vehicles and equipment.
Play Balance Note: This is a strong advantage for the Soviet player.
12.3 Early Start
Germany stays out of the Balkans, and attacks the Soviet Union in May rather than June. Start the game in May (Turn Zero) with the following changes:
A. Turn One special rules for Movement (6.7) and Combat (7.5) apply in the May turn, not in June.
B. Three Soviet tank corps which begin the game at full-strength are flipped to their reduced-strength side (Soviet player's choice).
C. The Historical Weather for May is Light Mud; use the same die roll as that for September/October if using random weather.
D. Air Points are 6/0.
E. Romanian and Finnish units may not leave their home country or attack across its borders until the June turn. If adjacent to a Soviet unit, they are not required to attack it.
F. The German Airborne unit (see 11.32) is available at the start of the game.
G. The German 40 Armor corps begins play with Army Group Center rather than as a Turn Two reinforcement.
Historical Validity: Fair. The Germans actually redeployed very quickly out of the Balkans, but their airborne troops were decimated over Crete and the divisions of 40th Panzer Corps lost most of their tanks to a British submarine attack.
Play Balance Note: This is a strong advantage for the Axis player.
12.4 Universal Conscription
Greater efficiency allows the Red Army to make better use of the Soviet Union's manpower. Increase the Soviet player's replacement rate to eight rather than six per turn.
Historical Validity: High. The Soviet Union's manpower reserves may be under-represented in the game.
Play Balance Note: This is a strong advantage for the Soviet player.
12.5 Defiant Turkey
Turkey joins the Axis and attacks the Soviet Union. Roll two dice at the start of the Axis Organization Phase. Add one to the result for each Soviet Major City and Fortress currently controlled by the Axis; subtract three from the result if the current turn's weather is Snow and subtract two if it is Mud, and subtract two from the result if at least three Soviet units are adjacent to the Turkish border. If the modified result is 12 or more, Turkey enters the war.
Turkish Third Army
Place the following Turkish units in hexes within Turkey within two hexes of the Turkish-Soviet border:
- 6, 7, 8, 17 Infantry
- 9, 18 Mountain
Turkish First Army
Place the following Turkish units in Istanbul (hex 3111 and 3012):
- 3, 4, 10, 20 Infantry
Turkish Second Army
Place the following Turkish units in hexes 3212, 3213 and 3313:
- 1, 2, 5, 12 Infantry
A. Units of the Turkish First and Second Armies may not move unless a Soviet unit enters a hex in Turkey. They may never leave Turkey.
B. Once Turkey has entered the war, the Axis player receives one Turkish replacement each turn. This may only be used on Turkish units; Axis replacements may not be used on Turkish units, thus an eliminated Turkish unit may never return to play.
C. Turkish units may trace their supply line to Istanbul, Berlin or Vienna.
D. If a Turkish unit moves by rail, this counts against the Axis total.
Historical Validity: Fair. Turkey would not have joined the Axis until victory was imminent, which is pretty much the case here.
Play Balance Note: This is a mild advantage for the Axis player, as there is only one victory city in easy reach of Turkish arms.
12.6 Italian Africa
Germany does not intervene in North Africa. The German DAK Armor begins the game with Army Group Antonescu. The Italian CSIR Infantry never enters play.
Historical Validity: Weak. Italy would have lost Libya and possibly left the war without German assistance.
Play Balance Note: The trade of another German Armor for a weak (but fast) Italian Infantry is a mild advantage for the Axis player.
12.7 Timoshenko
A. Marshal of the Soviet Union Semyon Timoshenko begins the game in Moscow and may move by rail in the first Movement Phase (only), counting against the Soviet limit, and may move three hexes beyond that (unaffected by terrain but ZOC blocks movement as normal).
B. He may also move two hexes in the Exploitation Movement Phase.
C. Timoshenko must always end the Soviet movement and combat phases stacked with a Soviet ground unit.
D. Add one to the total combat strength of units stacked with Timoshenko when attacking or defending.
E. If he survives the elimination roll in 11.6 but every unit stacked with him is eliminated, place him with the nearest Soviet unit (Soviet player's choice if two are at equal distance).
F. Timoshenko, Zhukov, and Stalin may not combine their effects. Timoshenko and Zhukov may never occupy the same hex–they are not friends.
Historical Validity: Fair. Timoshenko performed well in rallying the Soviet defenses, but much of this effect is already shown in the game.
Play Balance Note: This is a mild advantage for the Soviet player.
12.8 Defiant Lithuania
The Molotov-Ribbentrop Pact that divided Poland originally placed Lithuania within the German sphere of influence and gave the Soviets a larger slice of Poland. When the Lithuanians proved stubborn about joining the Axis, the Germans traded them to the Soviets for more Polish territory.
A. Lithuania begins the game under Axis control; the German units which set up in East Prussia may be placed in East Prussia or Lithuania.
B. The Lithuanian unit is corps-sized and also begins the game under Axis control; it sets up anywhere in Lithuania.
C. Replacements may not be used on the Lithuanian unit, and it may not move in the Exploitation Movement Phase.
D. Units of the Soviet Baltic Military District may set up anywhere in Estonia and hexes 1211, 1212, 1310, and 1311.
E. Hexes 1708, 1808, 1809, and 1908 begin the game under Soviet control. Units of the Western Military District may set up there in addition to their existing setup hexes.
F. Units of the Axis Army Group Center may set up in hexes 1705, 1805, and 1806 in addition to their remaining setup hexes.
G. Units of the Axis Army Group South may set up in hex 1906 in addition to their remaining setup hexes.
Historical Validity: Good. This was the original agreement so it definitely could have happened.
Play Balance Note: This is a mild advantage for the Axis player, as it spreads the Baltic Military District forces over a wider front.
12.9 Hungarian Fast Corps
During each Axis Organization Phase starting with the September turn, the Axis player rolls one die. On a 1, the Hungarian 2-5 INF (Mob) unit is immediately removed from play, but does not count toward the casualty total for victory purposes. Subtract one from the die roll on each subsequent turn (so that the Hungarians are removed on a roll of 1 or 2 in October, 1–3 in November and 1–4 in December).
13.0 Winning the Game
A. Play begins in June and ends at the conclusion of the December turn. The player with the most victory points at the end of play wins.
B. Points are awarded for possession of victory cities at the end of the final game turn. Moscow is worth two points and each other victory city is worth one.
C. Aside from Moscow, the victory cities are Orel (1618), Kharkov (2018), Kiev (2014), Leningrad (0514), Minsk (1511), Rostov (2321), Sevastopol (2716), Tallinn (0810), and Tbilisi (3125).
D. If Stalin is alive at the end of the game the Soviet player receives one victory point; if he has joined Lenin in the Tomb, the Axis player receives one victory point.
E. The player who eliminated the most enemy units also scores one victory point. Most is defined as being the number not in play at the end of the game -any unit returned to play with replacement points (10.1) does not count as eliminated.
- Soviet fleets, Shock armies, Airborne, and Zhukov each count double.
- Guderian and German Armor and Airborne units count triple, all other German and Finnish units count double.
- Italian, Romanian, Hungarian, and Turkish units are only counted once.
F. In the event the eliminated totals are equal, the Soviet player receives the point.
G. In the historical campaign the Soviets scored for Leningrad, Moscow (2), Rostov, Sevastopol, Tbilisi, and Stalin still breathing. The Axis scored points for Orel, Kharkov, Tallinn, Kiev, Minsk, and the casualty point. In game terms this is a 7-6 win for Mother Russia. A draw is not possible.
H. An automatic victory is possible, though highly unlikely. For the Axis to score an automatic victory, it must simultaneously hold Leningrad, Moscow, and Stalingrad at any point in the game. The Soviet player can score an automatic victory by possession of Berlin. The game immediately ends if either side achieves its automatic victory conditions (and the player is declared a Military Genius).