No Retreat!: The Russian Front 1941-1944
No Retreat!: The Russian Front 1941-1944 Rulebook
Table of Contents
Table of Contents
- 0.0 Using These Rules
- 1.0 Introduction
- 2.0 Game Equipment
- 3.0 Setting Up the Game
- 4.0 Sequence of Play
- 5.0 The Cards
- 6.0 Supply
- 7.0 Organization
- 7.1 Improving Reduced-Strength Units to Full-Strength
- 7.2 Free Soviet Unit "Education"
- 7.3 Strong and Robust
- 7.4 One-Step Units
- 7.5 Fortress Conversion
- 7.6 Unit Placement
- 7.7 Recovery of Shattered Units
- 7.8 Receiving Reinforcements
- 7.9 Replacement of Destroyed and Surrendered Units
- 7.10 Reorganization
- 8.0 Movement
- 9.0 Rail Movement
- 10.0 Combat
- 11.0 Marker / Unit Removal Phase
- 12.0 How to Win
- 13.0 Game Turn Events
- 14.0 Special Units
- 15.0 Optional Rules
- 16.0 Extended Examples
0.0 Using These Rules
New gaming terms, when they are initially defined, appear in dark red lettering for quick referencing.
The instructions for this game are organized into major "Rules" sections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., rule 4.0 is the fourth rule). These rules generally explain the game's subject matter, its components, the procedures for play, the game's core systems and mechanics, how to set it up, and how to win.
With each Rule, there can be "Cases" that further explain a rule's general concept or basic procedure. Cases might also restrict the application of a rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule.
Important information is in red text.
References to examples of a Rule or Case are in blue text and this font.
Text in shaded boxes, like this, provides the voice of the game's designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.
1.0 Introduction
No Retreat! is a two-player grand strategic level wargame depicting the struggle between the Axis powers and the Soviet Union during World War 2 from the start of Operation Barbarossa on June 22, 1941 (the invasion of Russia) to the eviction of the Axis from Soviet soil in 1944.
2.0 Game Equipment
2.1 The Game Map and Scale
The game map represents that portion of European Russia where the major campaigns took place. A hexagonal grid has been superimposed to regulate movement and the position of the playing pieces. A unit must always be located in a specific hex. Explanations of the terrain features are found on the Terrain Effect Charts (TEC).
Each hex is equivalent to 100 kilometers from side to side. Each turn represents two months of real time, except the first turn.
2.2 Game Charts & Tables
Various game aids are provided for the players in order to simplify and illustrate certain game functions. These include the two Combat Results Tables, the Terrain Effects Chart, the Game Turn Track, and the Victory Point Track.
2.3 The Playing Pieces
The playing pieces represent actual military units that fought in this campaign. The numbers and symbols on them indicate their strength and type.
The "Axis" (a.k.a. "German") player controls the German Army (gray/green) and Axis Allied Rumanian / Hungarian / Italian / Finnish (blue) units. The "Soviet" (a.k.a. "Russian") player controls all Soviet (brown/red) units.
Square (Game Turn, High Tide, and Victory Point) and round (Blitz! / Shock!, Disorganized / Unsupplied, Target / Counterblow, and Control) markers have also been provided to help players remember certain information during play.
Sample Units
Units (as opposed to markers) have information printed on them as shown above, representing their capabilities: a Setup or Reinforcement Code, Unit Designation, Combat Strength, Type, and Movement Allowance.
German units have two 'steps' each and are full-strength on their front side and reduced-strength on their reverse side.
Russian units all begin as one-step units with their red side being the 'improved' version of their brown sides. Later, most will upgrade to two-step units with their red side as full-strength and brown side as reduced-strength.
Unit Type Symbols
Infantry Types: Infantry, Regional, and Fortified are each shown with their own symbol (a rectangle enclosing an X for Infantry; the Regional symbol adds an inner diamond; the Fortified symbol is a sun/burst icon). Shock and Panzergrenadier/Mechanized Infantry are also shown as distinct infantry-type symbols (a filled diamond and a rectangle with a filled center, respectively).
Armor Type: Panzer or Tank units are shown as an oval/rounded symbol.
Combat Strength measures a unit's value in battle as expressed in Strength Points. Some units have outlined (white) Combat factors, indicating that they cannot attack.
Movement Allowance determines how far that unit can move as measured in Movement Points that it can spend each turn.
Fortified infantry ("Forts") have no Movement Allowance (as a reminder that they are immobile) and their Combat Strength in parenthesis as a reminder that they also have no Zone of Control (as per Rule 8.5).
Unit Size & Designation
All German and Axis units generally represent Armies of 80,000 to 120,000 men and their equipment.
Soviet Units generally represent Fronts (Army Groups) of about 130,000 to 210,000 men and their equipment. Soviet Tank units represent Armies plus an amalgamation of supplies and support equipment from various Fronts.
Unit Designation is the historical name of that formation (e.g., Army or Front) and used to identify it.
The Map
The map is divided into hexagons (we call them "hexes" for short) which define units' positions just like the squares of a chessboard. The map also shows important terrain such as cities, marshes, forests, mountains, major rivers and so forth.
3.0 Setting Up the Game
Lay out the map between the players. The Axis player sits along the west edge and the Soviet player on the east edge. The Player Aid Sheet is placed between them along the north edge and each player takes a Combat Results Table sheet on their side.
Then refer to the separate Scenarios Booklet, choose a scenario, and follow its Setup and Special Instructions.
4.0 Sequence of Play
How the Turns Work: Each Game Turn consists primarily of an Axis Player Turn followed by a Soviet Player Turn. During each player's turn, several Phases (e.g., movement and combat) are conducted in a strict sequence. All actions in one Phase must be completed before the next Phase begins. After both players have conducted their respective Player Turns, a mutual Housekeeping Phase is conducted to organize things for the next Game Turn.
My Turn; Your Turn: The player who is currently conducting his Player Turn is called the "Phasing Player." His opponent is known as the "Non-Phasing Player."
Procedure
New Game Turn Housekeeping
A. Advance the Game Turn Marker: Advance the Game Turn Marker on the Turn Track or, if the 22nd turn was just completed, the game ends and the winner is determined.
B. New Game Turn Events Phase: Any Event listed on the Game Turn Track for the new Game Turn (i.e., the box the Game Turn marker was just moved into) is noted and, if applicable (e.g., a unit removal or VP Event), is also applied at this time (see 13.5 for a complete listing and explanations).
C. New Game Turn Victory Phase: If a RED-LETTERED Turn Event is listed, the Soviets immediately score 1 Victory Point (VP).
Objective Victory is checked every turn and Sudden Death Victory is checked on turns denoted by a ☒ symbol. During this Phase of Game Turn 12, the Initiative shifts (12.7).
Axis Player Turn
- Card Phase: The Phasing player must discard down to two (2) cards and then draws four more (4) cards.
- Supply Check Phase: Unsupplied markers are placed on both sides' units that cannot trace a valid Supply Line at this time.
- Organization Phase: The Phasing player brings on Reinforcements, takes Replacements, upgrades his units, and returns his Shattered units to the map.
- Movement Phase: The Phasing player may move his units on the map, including moving them off the map to the Rail Movement Box.
- Combat Phase: All Voluntary, and then all Involuntary, Battles are Declared and Resolved as per the Battle Sequence in any order the Phasing Player desires.
- Marker / Unit Removal Phase: All units still Unsupplied, various markers, and Surrendered Axis Allied Army units are removed from the map.
- Detraining Phase: The Phasing player may put his units in the Rail Movement box back on the map.
Soviet Player Turn
The Soviet player becomes the "Phasing Player" and repeats the above seven Phases, in order, that the Axis player just completed.
5.0 The Cards
Cards are drawn during a player's Card Phase from a Draw Pile that is reshuffled when there is only one card left in it (that card is not drawn!) or when instructed to by the play of certain Events.
The cards are a resource that can be used for many purposes including generating Random Events, or discarded to pay for replacements, rail moves, or launching counterblows. After their use, played cards are placed face-up in a Discard Pile next to the Draw Pile.
Appropriate Timing
Event Cards must be played when their corresponding actions are performed according to the Sequence of Play (4.0).
For Example: You must play a card that gives you a free unit upgrade during your own Organization Phase, not during your opponent's Combat Phase (you weasel).
Card play itself is sequential; that is, cards are resolved in the order that they were played unless they conflict, in which case the card played last takes precedence.
For Example: The Axis Player wins a crucial battle and plays his "General Staff" card to add one additional (+1) hex to all of his Attacking unit's Advance After Combat. The Soviet Player then plays his "Rasputitsa" card. Now the Axis Advance After Combat is limited to only 1 hex.
Had these cards been played in the opposite order, the Axis would be reduced to a 1 hex Advance from the Soviet card, plus +1 hex for the Axis card for a total of 2 hexes. Thus, both cards are applied in the order played.
If both players play a card at the same time, the player whose side has the Initiative (12.6) decides their play order; either his card first, or his opponent's.
Once is Enough
Because cards can be retrieved from the Discard Pile and reused, this Rule applies: The exact same named Event cannot occur twice during a single Player Turn.
5.1 Discard Step
The Card Phase begins by discarding. A player can only retain two (2) cards in his hand before drawing, so he must discard any excess cards in his hand at this time.
5.2 Draw Step
After discarding (if required) during the Discard Step, a player draws four (4) cards from the Draw Pile and adds them to his hand. The following conditions can affect a player's per turn Draw Rate (DR):
- -1 Soviet DR each if the Axis controls Moscow OR the oil well (along the southeast map edge).
- -1 German DR if there is one or more Soviet units in any Rumanian hex(es) (at the southwest map edge). This can trigger a Rumanian Surrender (11.3).
- -2 (total) German DR if there are, instead, three or more Soviet units in any Rumanian hexes.
This simulates the Soviet's disruptive drive through the Axis Balkans.
5.3 Events
The cards have text in boxes. The Green boxes are Events playable only by the Axis player, while the Red boxes are Events playable only by the Soviet Player. Thus, the effect of each card is different depending upon who has it in his hand. Once played, cards are discarded.
Sample Event Card
"Luftwaffe Support" (an Axis Event, shown in a green box): You may either receive a 1 column shift benefit in a single attack or remove the "Out of Supply" marker from a stack.
"Not a Step Back!" (a Soviet Event, shown in a red box): Play at any time during the German Combat Phase. All DR results are treated as EX results for the remainder of that German Combat Phase.
This card can be played as an Event only when that side has the Initiative (see 12.7).
5.3.1 Event Effects
Events describe their exact timing and use on the cards themselves. When not specified, that Event may be performed at any time.
5.3.2 Event Precedence
When there is a conflict between Event text and the Rules, the Event text takes precedence.
5.3.3 Initiative Events
Events with an Iron Cross symbol (✚) can only be played while the Victory Point marker is on its "Drang Nach Osten!" side.
Events with a Red Star symbol (★) can only be played while the Victory Point marker is on its "Na Berlin!" side.
All other Events (i.e., those without either of these symbols) may be played throughout the entire game.
5.4 Other Card Uses
Besides their use triggering Events, cards may be spent (discarded) to pay for Replacements, additional Rail Moves, recover from Disorganization, and to launch counterblows during the Enemy Player's Combat Phase.
6.0 Supply
During this Phase, both players check the supply status of each of their on-map units, first all of the Phasing Player's units and then the Non-phasing Player's, marking those that are unsupplied. The timing can be important as unsupplied units lose their ZOCs immediately when marked; see 6.4.
6.1 Receiving Supply
A unit is in supply if it is able to trace a valid Supply Path. A Supply Path is traced from the unit requiring supply no more than four (4) hexes in length (i.e., no more than three intervening hexes) to a supplied friendly City hex. A hex is "friendly" if a friendly unit was the last to enter or pass through it, or it began that scenario as a friendly supplied City hex (as defined next).
A City hex is supplied if it is able to trace a valid Supply Path of unlimited length from itself to a friendly map edge. A "friendly map edge" is the west (dark gray) edge for the Axis, the north edge for the Finns (light blue), and the east and south (red) edges for Russians.
Direct Supply: A unit can also trace a Supply Path no more than four (4) hexes directly from itself to a friendly map edge.
These are all "Overland" Supply Paths.
6.2 Alternate Supply Sources
A unit on a Baltic, Black or (Russians only) Caspian Sea Coastal hex OR adjacent to a friendly unit that can, itself, trace an Overland Supply Path (6.1), is also in supply.
Tracing to any of these sources does not constitute an Overland Supply Path.
6.3 Blocking Supply Paths
A Supply Path is always blocked by enemy units.
Enemy Zones of Control (see 8.5) also block Supply Paths unless there is a friendly unit in that hex. That is, friendly units negate enemy Zones of Control for the purposes of tracing a Supply Path.
Note that Prohibited terrain (Lake hexes and hexsides) do not block Supply Paths.
6.4 Unsupplied Markers
When a unit is found to be Unsupplied during the Supply Phase, place an Unsupplied marker on it to denote its precarious status.
6.5 Unsupplied Effects
A unit with an Unsupplied marker is thus affected:
6.5.1 Organization
See 7.1.
6.5.2 Movement
Its Movement Allowance is reduced to a maximum of 3 Movement Points.
6.5.3 No Zone of Control
It loses its Zone of Control for all purposes.
6.5.4 Combat
It never receives an Armor Bonus when attacking (10.6.3), cannot conduct Multi-Hex Advance (10.8.1), awards units attacking its hex two shifts to the right (2➡) on the CRT and, if eliminated is placed in the Surrendered Units Box (10.7.1).
6.5.5 Events
Certain Events apply only to supplied forces. This means that particular unit or, if more than one unit is involved, at least one unit on the receiving side, must be in supply.
6.5.6 Removal
Units that remain Unsupplied are eliminated during the Removal Phase (as per 11.1).
7.0 Organization
In this Phase, the following Steps must be performed in order:
A. Flip Step: Educate and Improve units
B. Placement Step: Reinforce, Replace and Recover units
C. Reorganization Step: Pay to remove Disorganization markers
A. The Flip Step
Only units that can trace an Overland Supply Path (6.1) may flip up to their full-strength side.
7.1 Improving Reduced-Strength Units to Full-Strength
Only two-step units currently on the map on their one-strength side can be Improved (i.e., flipped over) to their full-strength side.
The following cost is incurred for each unit so Improved:
- The Axis player must discard two (2) cards for each Improvement.
Note that it is 'cheaper' to Replace (7.9) a KIA German army than to Improve one.
- The Soviet player must discard only one (1) card for each Improvement. Important: this Rule applies to non-Fortress units only after Game Turn 17 (see 7.3); prior to that, all other Soviet units have only one step.
7.2 Free Soviet Unit "Education"
Starting on Game Turn 6, the Soviet player can Upgrade one (1) supplied unit for free (i.e., no card cost) per Soviet Organization Phase. An Improved Soviet unit is flipped to its stronger, red-colored side.
7.2.1 Free Soviet Unit "Experience"
Starting on Game Turn 13, the Soviet player can Upgrade two units for free per Soviet Organization Phase.
7.2.2 Upgraded, but Brittle
Even after Upgrading, those stronger (red) Russian units still have only one step until Game Turn 17 (see 7.3, below).
Thus, as Upgraded one-step units, when they are eliminated, these brittle (one-step) units are placed in the Destroyed or Unsupplied Boxes on their red (one-step) side and will return, when replaced, on that same side.
7.3 Strong and Robust
Starting on Game Turn 17, Soviet units cease to be "brittle" (one-step units as per 7.2.2) and become "robust" (two-step) units with a (red) full-strength side and a (brown) reduced-strength side.
At this juncture, Rules 7.1 and 7.2.1 are both applied to Soviet units for the remainder of the game. That is, the Soviet player still receives two free Upgrades per turn, and can pay one (1) card per unit if more than that is required in a single turn.
Thus, on Turn 17, Russians begin to function much like Axis multi-step units.
As per Rule 7.9.2, however, this means a brittle (red) one-step unit that is eliminated on Turn 16 would be replaced on its one-step brown side on Turn 17. With two free Upgrades per turn at that time (7.2.1), raising it back to full-strength can be done on the following turn's Flip Step for free.
7.4 One-Step Units
Axis Allied armies and all Cadre units (see Optional Rule 15.3) have only one step and can't be Improved.
7.5 Fortress Conversion
It is also during his friendly Flip Step that the Soviet player may convert (i.e., flip) his (two-step) Fortified infantry units into mobile (one-step) Regional infantry units regardless of their supply status. There is no reward or penalty for this reversion.
B. The Placement Step
7.6 Unit Placement
Reinforcement, Replacement, and Recovering units are brought onto the map and placed at no MP cost. They can be placed in Enemy Zones of Control (see 8.5) as follows:
-
Axis units are placed in hexes in Greater Germany or Rumania that can trace an overland Supply Path (see 6.1).
In addition, Recovering (shattered) units (only) may also be placed in any Axis controlled city inside Russia that can trace a Supply Path (see 6.1).
-
Soviet units are placed in any Soviet controlled city that can trace a Supply Path (see 6.1), or on any east or south map edge hex in Russia not in an Enemy Zone of Control (see 8.5).
7.7 Recovery of Shattered Units
All friendly units in the Shattered Units Box are returned to the map for free. Place Disorganized markers on them to denote that they cannot attack (as per 10.1.1).
Note that a Recovering unit returns to the map on the same strength-side that it was removed on. Thus, a full-strength two-step unit Recovers as a two-step unit.
7.8 Receiving Reinforcements
Players receive units as reinforcements on their indicated Game Turn (i.e., their Reinforcement Number, as placed on the Game Turn Track during setup). Place Reinforcements as per Rule 7.6, above.
7.9 Replacement of Destroyed and Surrendered Units
To take a unit from the Destroyed Unit Box and return it to the map (as per 7.6), the owning player must pay (discard) one (1) card from his hand for each Replacement so taken.
From the Surrendered Units Box, the owning player must pay (discard) two (2) cards from his hand for each Replacement.
When placing a unit on the map from either of these boxes, place a Disorganized marker on the unit to denote that it cannot voluntarily attack in that player's ensuing Combat Phase.
Note that Unsupplied unit losses cost twice as much to replace and also count as Victory Points for the other player (12.4).
7.9.1 Axis Replacement Restriction
Except for the play of certain Event cards, the Axis player cannot Replace destroyed or surrendered units prior to Game Turn 5 (as per the Turn Track).
Prepared for a quick, overwhelming Blitzkrieg victory in Russia, the Axis had to retool their efforts for a longer fight.
7.9.2 Reduced-Strength
Two-step units always return to the map on their reduced-strength (one-step) side when brought back as Replacements.
C. The Reorganization Step
7.10 Reorganization
Disorganized markers will be removed from newly placed units for free later in the turn during the Marker Removal Phase (11.2). If the player wishes to make Disorganized units combat-ready immediately, he discards one (1) card at this time for each Disorganized marker so removed.
8.0 Movement
A player may move none, some or all of his non-fort (i.e., "mobile") units through any combination of hexes up to the limit of their printed Movement Allowance, paying the appropriate Movement Point (MP) cost to enter each hex.
Unlike Chess, in No Retreat! a player has the opportunity to move all his pieces during his turn. This gives the player the chance to set up his attacks by concentrating units, or to carefully enhance his defensive positions.
A player does not move any of the opposing player's units. No enemy movement is allowed during your turn except as a result of combat or through the play of certain Event cards.
Procedure
Units move one at a time, hex by hex, in any direction or combination of directions that the player desires. A unit may continue moving until it has either expended all of its MPs, can move no further as entering another hex would exceed its Movement Allowance, moves adjacent to an enemy unit, or the player simply desires to stop moving it.
8.1 A Unit's Movement Allowance
A unit cannot exceed its Movement Allowance during its Movement Phase except as permitted by an Event card.
Units may not transfer MPs between units or carry them over between Game Turns.
8.2 Weather Effects on Movement
On Mud Game Turns (see the Game Turn Record Track) all units with a Movement Allowance greater than 3 have their Movement Allowance reduced to 3.
On Snow Game Turns, all units with a Movement Allowance greater than 4 have their Movement Allowance reduced to 4.
8.3 Terrain Effects on Movement
The basic cost to enter a Clear hex is one (1) MP. The cost to enter other hexes can be higher, as listed on the Terrain Effects Chart. Unlike in many other wargames, it costs no additional MPs to cross river hexsides.
When a unit does not have sufficient MPs left to pay the cost to enter a given hex, it cannot do so. Exception: A unit that has a Movement Allowance greater than zero (0) can always move one hex regardless of terrain or other costs. Rules regarding Enemy Zones of Control (8.5.3) and Prohibited hexes and hexsides still apply.
8.4 Stacking Effects on Movement
Friendly units can never enter hexes containing enemy units.
Within the confines of other movement rules (e.g., terrain costs, ZOCs), friendly units may freely enter and pass through hexes containing other friendly units.
When more than one friendly unit remains in a hex at the end of any Phase, Step or Battle, it is called "stacking."
8.4.1 Stacking Limits
The Axis may stack up to two (2) units per hex; the Soviets can have only one (1) unit per hex (i.e., the Soviets cannot "stack").
8.4.2 Units Only
Only units count for stacking, not information markers.
8.4.3 Overstacking Penalty
If there are any overstacking situations at the end of any Phase, Step or Battle, the owning player must eliminate any excess units of his choice in that hex until it conforms to the stacking limit (8.4.1).
8.5 Zones of Control (ZOCs)
The six hexes on the map adjacent to a unit are called that unit's Zone of Control (abbreviated "ZOC").
This Zone of Control represents that area outside the hex a unit physically occupies that it can control by virtue of its size, mobility, and projection of firepower.
The adjacent "controlled hexes" of friendly units in no way hinder other friendly units, but they do restrict enemy units. A hex adjacent to an enemy unit is called an "enemy controlled hex" or a hex in an "Enemy Zone of Control" (or "EZOC").
Markers, unsupplied units and fortified infantry units never possess a ZOC.
8.5.1 Stop!
A unit must cease its movement for that turn the moment it enters an EZOC, regardless of how many MPs it might have remaining.
8.5.2 +1 MP to Exit an EZOC
If a unit begins the Movement Phase of its turn adjacent to an enemy unit (i.e., in an EZOC), it may exit that hex at a cost of 1 additional (+1) MP and continue moving, or it may remain in place.
8.5.3 No Infiltration
Units cannot move directly from one hex in an EZOC to another, unless the hex being entered to is also occupied by a friendly unit. Otherwise, a unit must first leave an EZOC by way of an uncontrolled hex and then continue moving.
8.5.4 Negating EZOCs
In addition to allowing some limited infiltration movement (8.5.3), the presence of a friendly unit negates an enemy-controlled hex for the purposes of tracing a Supply Path (6.3) or when Retreating (10.7.5).
8.6 Finland
German, Finnish and Soviet units can enter Finland. There are no hexes in Finland, so consider the entire country as one huge Open terrain hex that's adjacent to many hexes in Russia. Normal stacking and Zone of Control rules apply to and from Finland.
Thus, Russian units in the 4 hexes adjacent to Finland can all join together to attack it.
See the movement examples in the Reference Booklet illustrating much of Rule 8.
9.0 Rail Movement
During his regular Movement Phase, the player can "Entrain" his mobile (i.e., non-fort) units and place them in the Rail Movement box. He can "Detrain" them (i.e., relocate back to the map) during a friendly Rail Movement Phase.
9.1 Entraining
One friendly supplied unit per Movement Phase may be simply picked up for free and placed in the Rail Movement box ("Entrained") in lieu of any other movement that turn.
9.1.1 Additional Rail Movement
A player can also Entrain additional friendly supplied units during his Movement Phase at a cost of one (1) discard card for each.
9.1.2 Rail Capacity
Each player can have a maximum of three (3) units in the Rail Movement box.
9.1.3 Rail Disruption
During Game Turns 1 and 2, no additional Rail Movement capacity may be purchased by either player (9.1.1). The one free Rail Move per turn, plus any awarded by Event cards, is still permitted.
For the Axis, this reflects the trouble they had in converting Russian rail lines to European standard gauge and advancing over Russia's poor roads.
For the Soviets, this represents the huge amount of transport capacity siphoned off evacuating workers and factories to Siberia, in addition to the initial chaos caused by the enemy's surprise attack.
9.2 Detraining
During the Player's Detraining Phase (at the end of his turn), he may bring none, any or all of his units in the Rail Movement box back onto the map. (Units in the Rail Movement box can remain there indefinitely.)
When "Detrained," each unit is placed in: 1) a friendly City hex that can trace an Overland Supply Path, or 2) any other controlled friendly hex that can trace an Overland Supply Path and is not in an Enemy ZOC.
There is no "Sea Movement."
10.0 Combat
During a friendly Combat Phase, each unit might participate in an attack against an adjacent hex that is occupied by enemy forces. Each unit has a Combat Strength that represents its basic power to attack and defend. When a player initiates an attack, it results in a battle (i.e., completing all of the Steps in the Battle Procedure). Battles are resolved by throwing the die and consulting the appropriate Player's Combat Results Table.
The player who is initiating an attack is called the "Attacker" and his opponent is called the "Defender" in that battle (regardless of the overall situation).
Combat Phase Preparation
A Combat Phase begins with the Phasing, and then the Non-Phasing Player declaring all of the hexes that will be attacked, followed by each battle's resolution.
10.1 Declaring All Battles
Before any battles are resolved, all targeted hexes must be declared by both players as described below. A "Target Hex" is one that contains forces of the Non-Phasing Player that is adjacent to one or more hexes containing forces of the Phasing Player across non-Prohibited hexsides.
10.1.1 Voluntary Attacks Step
The Phasing player declares first, noting for his opponent all the Target Hexes that he will voluntarily attack that Combat Phase.
The Phasing Player need not initiate any voluntary attacks. The Defender has no such option; his units in Target Hexes must always defend if attacked.
- A unit with a Disorganized marker cannot voluntarily participate in an attack.
- A unit with a white Combat Strength (e.g., Fortified infantry or Cadre unit; 15.3) cannot voluntarily participate in an attack.
10.1.2 Counterblows Step
After the Phasing Player has declared all his voluntary attacks, the Non-Phasing Player may declare additional target hexes that must also be attacked during the Phasing Player's Combat Phase.
- The Non-Phasing player must discard one (1) card from his hand for each target hex he so designates.
- White-strength units in the target hex cannot participate in the counterblow. Any black-strength units stacked with them participate separately.
- Designate counterblow target hexes with a Counterblow marker.
- Any of the Phasing Player's adjacent units can respond to a counterblow, including Disorganized units and those with white-print Combat Strengths.
- Units in counterblow target hexes receive no beneficial terrain combat modifiers (i.e., combat shifts) when attacked by the Phasing Player.
Why pay to have your units attacked and forego terrain advantages? Opportunity or desperation. You may have unsupplied units trying to break out; want to draw off units from a nearby attack; or seek to punish a weak unit that ventured too close in hopes of seeing a CA combat result.
10.2 Order of Combat
All declared battles are resolved in any order the Phasing Player desires. Each must be completely resolved before the next begins.
Battle Preparation
10.3 Combat Conditions
Which units are eligible for combat.
10.3.1 Attacker's Prerogative
The Phasing Player decides which attacking units will attack which Target Hexes, in any combination he desires, as long as all declared Target Hexes are attacked.
10.3.2 Combining Units in a Battle
Attacking units in two or more hexes may combine their Combat Strengths and conduct a single battle together. Battles may involve any number of attacking units and Target Hexes.
10.3.3 Adjacency
For an attack to be resolved as a single battle, all of the attacking units must be adjacent to all of the Target Hexes.
10.3.4 One Battle Per Unit
No unit may attack more than once per friendly Combat Phase, and no Target Hex can be the object of more than one battle per enemy Combat Phase (not including counter-attack results; see 10.7.2)
10.3.5 Multi-Unit Attacks
Attacking units in a single hex may attack one or more Target Hexes in a single battle. Note that if one or more such units attack, this does not obligate any of the other Phasing Player's units stacked with or adjacent to it to participate.
10.4 Combat Strength Unity
A given unit's Combat Strength is unitary; it may not be divided among different battles during a single Phase.
Units that are stacked together need not participate in the same battle when one attacks (or counterattacks; 10.7.2), but all units in a Target Hex must defend together.
10.5 The Steps in a Battle
Battles are conducted via the Battle Procedure. These Steps must be completed for each attack in the exact order listed below:
Battle Procedure
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Strength Step: Total the combat strengths of (respectively) the attacking and the defending units.
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Commitment Step: First, the Attacker (only) may announce his commitment of one Combat Support (i.e., Blitz! or Shock!) marker to the battle (if he has one available). Then the Attacker, followed by the Defender, may each play one Event card that is used during a battle, before the die is rolled. Note that the Defender makes his decision after the Attacker, with full knowledge of the Attacker's commitment decisions.
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Initial Ratio Step: Divide the attacker's strength by the defender's strength and express this as an initial Odds Ratio (see the Combat Results Tables). Always drop fractions so that the math is "rounded off" in the Defender's favor.
For Example: 12 Strength Points attack 9; the ratio is 1.33 to 1, which rounds down for the Combat Results Tables to a simple 1:1 Odds Ratio battle. If the Attacker could have mustered 14 vs. 9, the Odds Ratio would have been 3:2. This simple Odds Ratio determines the initial Odds Column used on the Attacker's Combat Results Table.
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Final Odds Step: "Shift" the initial Odds Column determined above as called for by the Terrain Effects Chart, weather, Support markers, armor, or Event card(s) in play for that battle to determine the final odds column used. All effects are cumulative and only the net Odds Column shift is applied.
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Attacker Rolls Step. The attacking player rolls a six-sided die and cross indexes its result with the final Battle Odds Column as determined in Step 4 to obtain the Combat Result.
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Apply Result Step. With the Combat Result known, it is now applied. This might result in repeating the above Steps due to a Counterattack, a unit step loss or removal by either side, or Retreat followed by Advance After Combat.
10.6 Combat Odds Shifts
When adjusting the Final Odds Column (per Step 4, above), the following Subcases apply:
10.6.1 Terrain Effects
The shifts caused due to terrain effects are based upon the defender's hex or if all units attack across the hexsides listed on the Terrain Effects Chart (TEC).
See the Reference Booklet for an example.
10.6.2 Support Markers
When available to a player, a maximum of one (1) Axis Blitz! or Russian Shock! marker may be committed to a battle when that player is the Attacker (even in a counterattack situation). It provides one shift to the right (1➡).
- Support markers cannot be used to assist an attack made exclusively by Unsupplied units.
- Support markers do not remain on the map. They are returned to the Unused Markers Holding Box after their use.
- Support markers cannot be carried over from one Game Turn to another. If not used on the turn they're received, they are lost.
10.6.3 Armor Bonus
When an attacking force includes an armor type unit and it is attacking most infantry-type units in a Clear hex during a non-mud Game Turn, the Attacker receives one shift to the right (1➡).
- Armor attacks against other armor or mechanized infantry-type units do not receive this bonus.
- This bonus can only be applied once per battle regardless of how many armor type units participate in it.
- This bonus only applies when an armor-type unit is the Attacker in a battle, never when it is the Defender (but it does apply when an armor-type unit is in a counterattack situation).
- This bonus applies during Clear and Snow Game Turns only.
10.6.4 Odds Limits
Only the net shift is applied to the final column used on the Combat Results Table.
Whenever an initial (before shifting) or final (after shifting) Odds Ratio exceeds 6:1, it is treated as 6:1. When less than 1:3, an initial Odds Ratio is not shifted and becomes an automatic CA result, as do final Odds Ratios of less than 1:3.
For Example: 24 Russian Strength Points attack an Axis Allied unit worth only 2 Strength Points that is in a City hex. The initial Ratio would be 24:2, or 12:1, which becomes a 6:1 (the maximum column before shifting). That is shifted one to the left (⬅1) for the defender's terrain and the attack would be resolved on the 5:1 Column.
10.7 What the Combat Results Mean
Combat results are listed under each player's respective Combat Results Table on the Player Aid Sheets. Applying those results is explained in more detail below:
10.7.1 Step Losses
Certain results cause a step loss to be suffered by the defender (DD) or both sides (EX). When these occur, a full-strength two-step unit is reduced (flipped over) to its reduced-strength one-step side, or a unit with only one step is eliminated.
- When there is a choice, the owning player determines which of his units in that battle suffers a step loss.
- An Eliminated unit is placed in the Destroyed Units box or, if it had an Unsupplied marker on it at the time of its elimination, it is placed in the Surrendered Units box instead.
10.7.2 Counterattacks
A CA result means that the defender may treat the battle outcome as "No Effect" and end it there OR conduct a counterattack.
If the Defender counterattacks, remove any Support marker and discard played cards for that battle and go back to Step 1 in the Battle Procedure; i.e., start a brand new battle repeating all of the Steps. This new battle must include the exact same units as in the initial battle, only this time, the counterattacking player becomes the Attacker (the other player is the Defender) and no terrain shift modifiers are used (although other terrain effects that negate armor shifts and multi-hex advance still apply).
- Unengaged Units: It could happen in such battles that only some units in a hex are being (counter)attacked, but not others. That is allowed and only the participating units are affected by combat results. Stacked, "unengaged" units are simply ignored.
- A counterattack can lead to another counterattack, and so on until some outcome takes place. They, too, are conducted as per this Rule.
10.7.3 Counterblows (Involuntary Counterattacks)
A Non-Phasing Player's counterblow (10.1.2) requires a Phasing Player's involuntary counterattack in response and is similar to a regular Counterattack in that the Defender (i.e., the Non-Phasing Player) receives no terrain shift modifiers, but:
- The Phasing Player is the Attacker and the Target Hex is the one denoted by a counterblow marker (see 10.1.2).
- Disorganized and white strength units can participate in these Counterblows, but can never Advance After Combat (10.8) if victorious.
10.7.4 Forts
When the Target Hex contains a Fortified infantry (Fort) unit, these outcomes are changed:
- A DR becomes a No Effect ('–'),
- A DS becomes an EX, and
- Ignore the Retreat part of a DD result for all units in the Target Hex.
10.7.5 Retreats
When required to retreat, the Defender must move his units two hexes further away from the battle (i.e., they cannot zig-zag and end up retreating only one hex further away), toward a friendly supply source if possible, within these restrictions:
- Units cannot retreat into hexes containing an enemy unit, across Prohibited hexsides, or off the map.
- Units cannot retreat into hexes in an Enemy ZOC unless there is a friendly unit in that hex. (Friendly units negate EZOCs for retreat purposes.)
- Units can pass through and end their retreat stacked with friendly units, but if an overstacking situation occurs, it must be resolved (see 8.4.3).
- Retreating expends no Movement Points; you just count hexes.
Remember, Forts and units stacked with them never retreat; they ignore the Retreat part of DR and DD results.
If a unit is prohibited from retreating, it is eliminated instead (see 10.7.1).
10.7.6 Shattered
Note that units suffering a DS result must retreat before being removed to the Shattered Units box. If they are unable to do so, they are eliminated instead of being placed in the Shattered Units box!
10.8 Advance After Combat
Following the retreat / removal from the map of Defending units after the application of a DR, DS, or DD combat result, if the target hex was completely vacated, the attacking (non-Fortified) units may Advance After Combat. This means that the attacking units may move into the Defender's newly-vacated hex and possibly beyond.
- Advance After Combat expends no Movement Points, nor do Enemy Zones of Control affect it in any way; you just count the number of hexes.
- A number of surviving attacking units up to the stacking limit (8.4.1) can always advance into and remain in a Defending unit's just-vacated hex.
10.8.1 Multi-Hex Advance
Although the first hex advanced into must be a Defending unit's just-vacated hex, units may further advance a second hex within the following restrictions:
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Units cannot make a multi-hex advance into hexes containing an enemy unit, across Prohibited hexsides, off the map, or during Mud.
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Units can pass through and end their multi-hex advance stacked with friendly units, but if overstacking occurs, it must be resolved (see 8.4.3).
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Multi-hex advancing units need not follow the Defending units' retreat path. After occupying the just-vacated defender's hex, multi-hex advancing units are free to go to any adjacent hex that is not otherwise prohibited.
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Important: Units must cease their Advance After Combat immediately upon entering a Mountain, Forest or Marsh hex. Crossing a River hexside does not stop Advance After Combat (see the Terrain Effects Chart).
This means that if the Defender's just-vacated hex is, for example, a Forest hex, then no multi-hex Advance After Combat can take place. Advancing units would have to stop their advance in that hex.
10.8.2 Armor Advance Bonus
Armor-type units whose Advance After Combat has not been stopped in its second hex due to terrain considerations may, during Clear weather turns only, continue on and advance a third hex within the above restrictions.
11.0 Marker / Unit Removal Phase
This Housekeeping Phase is when Unsupplied units re-check their supply status, and markers and surrendered units are removed from the map.
11.1 Resupply / Surrender
All units with Unsupplied markers trace supply again, first all of the Phasing Player's units and then the Non-phasing Player's. Those that still cannot trace a valid Supply Path are eliminated (i.e., removed from the map) and placed in the Surrendered Units Box. Those that can now trace a Supply Path remain on the map.
11.2 Marker Removal
Remove all Unsupplied, Disorganized (for free, unlike 7.10), Blitz! and Shock! markers from their current locations and return them to the Unused Markers Holding Box.
11.3 Surrendered Axis Allies
During the New Game Turn Events Phase of Game Turn 15, the Italian 8th Army is removed from play (Italy Surrenders).
If a red Russian unit occupies any of the three hexes in Rumania, both Rumanian Armies are removed from play at this time.
12.0 How to Win
A Campaign Game of No Retreat! is won through any of three different ways: 1) capturing and holding Objective hexes, 2) by obtaining Victory Points (VPs) for a Sudden Death victory, or 3) by obtaining VPs for an End Game Victory. Scenarios have their own (listed) Victory Conditions.
12.1 Objectives
The first way to win is called an Objectives Victory. During any Victory Phase, the Axis win if they control (i.e., was the last to have friendly units pass through or occupy) and can trace supply (6.0) to three (3) of the five (5) German Objective hexes (e.g., Moscow). The Russians win if they control and can trace supply (6.0) to Königsberg, in Greater Germany, the sole Soviet Objective hex. If both occur on the same turn, the side with the Initiative wins.
- An Objectives Victory has nothing to do with Victory Points (VPs).
12.2 Sudden Death
The second way to win is by a Sudden Death Victory. During the New Game Turn Victory Phase of Sudden Death turns (indicated by a ☒ symbol on the Game Turn Track), one player might immediately win.
Players check the Victory Point Track and the side with the Initiative (12.6) immediately wins if it has more VPs than the number shown by his side's symbol for the indicated Game Turn.
For Example: It is the Victory Phase to start the new Game Turn 6 and the Axis player has the Initiative. Finding the "T6" (Turn 6) notation in the "12" box on the VP Track, the Axis Player would win an immediate Sudden Death Victory if he currently had 13 or more Victory Points.
- During the Victory Phase that begins Game Turn 12, the Initiative Event is performed and the Initiative marker is flipped from its Axis ("Drang Nach Osten!") side to its Soviet ("Na Berlin!") side. On this turn, both players check for a Sudden Death Victory; the Axis before the marker is flipped and the Soviets after it is flipped and the VPs have been recalculated (see 12.4).
12.3 End Game
If neither of the above two ways to win has been achieved by the end of Game Turn 22, the final way to win is the End Game Victory. The winner is the player with the most VPs earned on the last turn that they had the Initiative.
That is, compare the box on the VP Track of the Axis High Tide marker (see 12.7) against the current box containing the "Na Berlin!" VP marker (after subtracting for German units still inside Russia; see the VP Schedule on the Player Aid Sheet). The winner is the player whose marker is in the higher value box. If they are in the same box, the game is a draw.
12.4 VP Scoring Schedule
Players earn VPs for control of certain hexes and by causing enemy units to surrender. Additionally, VPs can be awarded by Events. See the Player Aid Sheet for VP specifics. Note: there are no "Per Turn" cumulative Victory Points awarded in this game.
12.4.1 Controlling Hexes
A hex is "controlled" by a side if its units were the last to pass through or occupy it.
12.4.2 Controlling Finland
Finland is controlled if you move a unit inside that country and keep it there.
For the Axis, the Finnish unit does not count for controlling Finland, as it starts there. The Axis player must move a German unit into that country and only earns this VP while it is there.
For the Soviets, of course, controlling Finland means: 1) eliminating Axis forces in it, 2) occupying that country, and 3) maintaining that occupation.
12.4.3 Objective Hexes
Except for the 1 VP from the City or Oil Wells in them, Objective hexes are worth no additional VPs, but see 12.1.
12.4.4 VP Markers
The round "Event VP" marker is used to track the net VPs earned by causing surrenders and awarded by events. The square (two-sided) VP marker: A) shows which side has the Initiative (see 12.5), and B) shows the Overall VPs for the Initiative player (determined by adding the VPs for controlling hexes to the VPs shown by the Event VP marker).
12.4.5 Keep the VP Count Current
It is important to maintain a current VP count. A full audit of the Initiative Player's current VP score should be made each Victory Phase.
12.5 Working the VP Markers
The square VP marker always reflects the current score of the side with the Initiative. This is an important concept. When it's on the Axis side, it reflects only the Axis' score; when it's on the Soviet side it reflects only the Soviets' score including the value of the round VP marker!
For Example: On Turn 5 the Axis have the Initiative. The Soviets retake one of their lost cities (placing a Control Marker on it as a reminder until the VPs are next recalculated, at which time that Control Marker would be removed) and thus gain 1 VP. Since the VP marker currently reflects the Axis' score, the Drang Nach Osten! marker is reduced by one box to reflect the Soviets' city recapture.
The round VP marker is used to reflect the current net score of VP-affecting Events and the loss of Surrendered units (12.4). The value of the round VP marker added to (or subtracted from) the VPs earned for controlling hexes should always equal the total shown on the square VP marker.
For Example: The Axis has the Initiative on Game Turn 10. Previous Event VPs included three (RED) Game Turn Events (-1 Axis VP each) and two past Soviet Event Card plays (-1 Axis VP each). The Soviets had one previously played Axis Event Card that cost them 1 VP (which, because the Axis has the Initiative, is computed as +1 Axis VP). Three Russian units have surrendered (+3 Axis VPs, even though two of the units have since been replaced).
Thus, the round Event VP Marker would have recorded –5 VPs awarded for Soviet Events, +1 VP awarded by Axis events, and +3 VPs earned for Soviet surrenders: a -1 total against the Axis Initiative which would place the marker on its Soviet side in the "1" box of the VP Track.
If the Axis had 14 VPs for controlling hexes (as determined by checking the map), then, during the determination of overall VPs, you would subtract the one (-1) VP shown by the round Event marker from the VPs awarded for hex control (14 – 1), bumping the Drang Nach Osten marker down from the 14 box to 13 box.
Victory Points & the VP Marker
12.6 The Initiative
The square VP marker has two sides, an Axis side ("Drang Nach Osten!") and a Soviet Side ("Na Berlin!"). The Initiative belongs to the player whose side of the square VP marker is currently face-up.
12.7 Shifting the Initiative
The Initiative belongs to the Axis through Game Turn 11. During the Victory Phase of Game Turn 12 (i.e., after the Turn marker is moved at the start of Game Turn 12), the following things happen:
- Check to see if the Axis Player has won a Sudden Death Victory (12.2). If not, then –
- Place the Axis High Tide marker in the box currently occupied by the Axis VP marker, then –
- Remove the round Events VP marker from the VP Track as its value is reset to zero (0) at this time, then –
- Flip the VP marker over to its Soviet side (where the Initiative stays for the rest of the game). Adjust it to reflect the Soviet Player's current score (12.4) and then check to see if the Soviet Player has won a Sudden Death Victory (12.2).
13.0 Game Turn Events
From the Reference Booklet.
When conducting a Game Turn's Housekeeping Phase, Turn Track Events (and other features of interest, such as the weather, Support marker availability, if it's a Sudden Death turn, etc.) are noted (where they have a lasting effect) or applied (if its effect is an immediate, 1-time occurrence).
13.1 Weather
To review and summarize the effects of weather:
During Clear Game Turns:
- There are no special effects.
During Mud Game Turns:
- All units have a maximum of three (3) Movement Points.
- There are no Armor Bonus shifts (10.6.3) in combat.
- Multi-hex Advance After Combat (10.8.1) is not permitted (i.e., units can only advance into the Defender's vacated hex).
During Snow Game Turns:
- All units have a maximum of four (4) Movement Points.
- Rivers 'freeze' and have no effect (i.e., they provide no terrain combat shift).
- All Non-Finnish Axis attacks against Russian units suffer one column shift to the left (two on Game Turn 5).
- Multi-hex Advance After Combat is permitted (i.e., there is a two hex Advance After Combat limit).
13.2 Sudden Death (☒)
At the beginning of this Game Turn, during the Victory Phase, check for Sudden Death Victory (12.2).
13.3 Support Markers
The Axis Player receives a number of Blitz!, and the Soviet Player a number of Shock! markers at the beginning of that turn as indicated by their symbols on the Game Turn Track.
For Example: At the beginning of Turn 5, the Axis Player receives 0 Blitz! markers and the Soviet Player receives 3 Shock! markers.
These markers represent superior period training, doctrine, tactics and leadership, plus elements of surprise, airpower, artillery concentrations, logistical support, and so forth.
13.4 Game Turn Events
During these turns, a major event takes place in another theater of WW2 and the Russians score 1 Victory Point (VP) at the beginning of that Game Turn during the Victory Phase (as per 12.5).
13.5 Game Turn Effects
The text in the Game Turn boxes reflect these effects as listed in chronological order (by Game Turn number) below:
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1, 2 – No Extra Rail Moves: During Game Turns 1 and 2, no additional Rail Movement capacity may be purchased by either player (9.1.1). Note that players are still allowed to make their one free Rail Move.
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1-4 – No Axis Replacements: During Game Turns 1 through 4, the Axis Player cannot discard cards in order to Replace or Improve units (7.1). Only certain Event Cards can be used by the Axis for these purposes during the first four Game Turns.
Hitler promised his Generals another Blitzkrieg victory in Russia, and so preparations and logistical support for a long, protracted war took time to organize.
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3 – Begin Soviet Fortifying: Starting on this turn, and for the remainder of the game, Soviet (one-step) Regional infantry units (only) that can trace a Supply Path (6.1) can be upgraded into (two-step) Fortified infantry units (7.5). Other Soviet units can't be upgraded before Turn 6, nor become two-step units before Turn 17. (Optional: Ostatky Unit; see 15.3)
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5 – Begin German Replacements: The Axis Player can commence discarding cards to Replace / Improve his units during his Organization Phase (7.0).
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5 – ⬅2 v. Soviets: This Snow Weather Turn, the Axis player loses two shifts to the left when attacking Soviet units instead of the usual one.
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6 – Begin One Free Soviet Upgrade: During his Organization Phase, the Soviet Player receives one free ("Education") unit upgrade per turn (7.2).
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12 – Na Berlin!: During the Victory Phase, the Initiative shifts to the Soviets (12.7).
(Optional: Kampfgruppe Units; see 15.3 for their use)
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13 – Begin Two Free Soviet Upgrades: During his Organization Phase, the Soviet Player receives a second free ("Experience") unit upgrade per turn (7.2.1).
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15 – Remove the Italian 8th Army: Regardless of its location, this unit is immediately picked up and removed from play (see 11.3).
Italy just surrendered to the Allies!
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16 – Remove the 2nd Panzer Army: Regardless of its location, this unit is immediately picked up and removed from play. If it is currently eliminated, the Axis player draws one fewer (-1) card that turn.
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17 – Soviet Units Have Two Steps: All Soviet units (exception: the optional Ostatky "Remnants" unit) now have two steps (7.3).
14.0 Special Units
From the Reference Booklet.
To review and summarize the effects of some special units and unit types:
14.1 Regional / Fortified Units
Regional Infantry units can be upgraded (7.1) to two-step Fortified units starting on Game Turn 3 (13.5). They can revert back to their one-step Regional Infantry side either by taking a step loss in combat or through voluntary reversion during the Soviet Organization Phase (7.5).
Fortified units cannot voluntarily Attack (10.1.1), but they can use their Combat Strength for a Counterblow (10.1.2).
Fortified units do not suffer the effects of any Retreat outcomes called for in combat (even ones that suffered a step loss in that battle and are now suddenly Regional Infantry units).
The Finnish unit has two-steps, remains Fortified at both step levels, and can never move or retreat out of Finland.
14.2 Axis Allies
Except for the Finnish unit, Axis Allied units have only one step.
When the Optional Cadre Rule (15.3) goes into effect (when using it), Non-Finnish Axis Allied units cannot return to play, becoming Kampfgruppe units instead.
- Italy surrenders on Turn 15 (11.3).
- Rumania surrenders when a Russian unit is in a hex in Rumania (11.3).
14.3 Armor-Type Units
These represent large tank formations. They are disadvantaged when moving through difficult terrain (having their own "Armor" Movement Costs on the Terrain Effects Chart), but receive the following advantages in battle:
- A one-column shift to the right when attacking (or counterattacking) most infantry-type units in a Clear hex during a non-mud Game Turn (10.6.3).
- An additional hex of Advance After Combat on Clear weather turns (10.8.2).
When defending in combat, the Attacker cannot receive the Armor Attack Bonus (10.6.3) against them.
14.4 Mechanized Infantry
These are better motorized formations with added anti-armor capabilities.
Panzergrenadier or Mechanized Infantry: They move as infantry-type units (i.e., paying the "Other" Movement Costs on the Terrain Effects Chart).
15.0 Optional Rules
From the Reference Booklet.
These Optional Rules add greater detail and realism at the expense of some added complexity. Players are free to use any or all of them by mutual agreement.
Elite Units
15.1 German SS Panzer Army
This unit represents better equipped and elite German troops.
15.2 Russian Shock Unit
This unit represents a concentration of assault troops and artillery.
- While this side of the unit is face-up, it always receives one combat shift to the right (1➡) when attacking (or counter-attacking) any type of enemy unit, in any type of terrain or weather.
- Whenever this unit attacks (or even counterattacks), it must always take any required step loss in an EXchange.
Cadre Units
German Kampfgruppe (KG) units and the Russian Ostatky unit are collectively called "Cadre" units.
15.3 Cadre Units
Cadre units represent a hodge-podge mix of stopgap units and Army remnants, put together as 'scratch' formations to plug an immediate hole in the line and as a veteran core around which a regular unit can be reformed.
Cadres have only one-step and cannot initiate Voluntary Attacks (10.1.1), but they can participate in counterattacks and against counterblows (10.1.2).
15.3.1 Arrival
The Russian Ostatky unit arrives on Game Turn 3 and is placed in the Cadre Units Available box.
German Kampfgruppe units are found on the reverse side of non-Finnish Axis Allied Armies. Starting on Game Turn 11, these allied units are can be removed from play by the Axis Player when, for any reason, they are not located in a hex on the map or in the Rail Movement box. This happens to them immediately if found to be in any of the non-Rail Movement off-map boxes at the start of Game Turn 11. Those units then become Kampfgruppe units for the remainder of the game and are placed on the Game Turn track as per 15.3.3.
15.3.2 On-Map Placement
Cadre units in the Cadre Units Available box are voluntarily placed on the map by their owner in a hex where a friendly (non-Cadre) unit was just eliminated (10.7.1) to fulfill the step loss requirement of a DD or EX result. Removal of a non-cadre unit from the map by any other means (inability to retreat, lack of supply, etc.) does not allow a Cadre unit to be placed in that removed unit's hex.
15.3.3 Removal from the Map
When removed from the map for any reason (except to Entrain for Rail Movement; 9.1) — such as becoming Shattered, a Cadre unit is placed on the Game Turn Track to arrive on the next Game Turn as a Reinforcement. If there is already a friendly Cadre unit scheduled to arrive as a Reinforcement on the next Game Turn box, that Cadre unit is placed instead on the next Game Turn box where there is not already a Cadre unit scheduled to arrive. That is, each player's Cadre units arrive at a rate of one per Game Turn, maximum.
Note that this means a Cadre (or, starting on Game Turn 11, an Axis Allied unit) removed from the map while Unsupplied does not go into the Surrendered Units box, nor does it score the opponent 1 VP.
15.3.4 Cadre Reinforcement Arrival
When received as a Reinforcement, Cadre units are not placed on the map, but are instead added to the Cadre Units Available box for later placement as per Rule 15.3.2.
15.3.5 Replacement Location
Eliminated and Surrendered units that are Replaced as per 7.4 (only, not Reinforcement or Recovered Shattered units) may, in addition to those locations prescribed in Rule 7.1, also be placed in a hex where there is a friendly Cadre unit that can trace an overland Supply Path (6.1) to a friendly map edge. When placed in that hex, that Cadre unit is removed from the map and placed on the Game Turn track as per Rule 15.3.3.
In effect, that eliminated unit is "rebuilt" on the front lines around a surviving Cadre formation.
15.4 Faster Reorganization
As an exception to Rule 7.10, discarding a card where your side's Event shows the current side's Initiative symbol on it allows the removal of up to two (2) Disorganized markers.
For Example: During an early Game Turn, the Russian player discards his "Rasputitsa" card (with its Axis Initiative symbol on it) to Reorganize units during his Organization Phase. Thus he can remove up to two (2) Disorganized markers.
16.0 Extended Examples
From the Reference Booklet.
Supply Path Example
The German 16th Army can trace a valid Overland Supply Path 4 hexes back to Riga, an Axis-friendly city (6.1); this Supply Path must be traced across a Prohibited hexside at Lake Peipus, which is permitted (6.3).
The (one-step) German 18th Army can trace its Supply Path to the 16th Army (an adjacent supplied unit is an Alternate Supply Source if it can trace an Overland Supply Path, as per 6.2).
With Smolensk cut off from the Axis, the German 4th Panzer Army cannot trace a valid Supply Path (as shown by the yellow arrows). It can't trace through the 18th Army in a 'chain' back to a friendly unit in it; so the 18th Army does not, itself, have an Overland Supply Path.
The Soviet Kalinin Front can trace an Overland Supply Path directly to the eastern map edge (denoted by the red border). Note that the Axis Finnish Army projects no Zone of Control to hinder that Supply Path as it is a Fortress unit.
Even the Soviet Leningrad Fort unit is in supply (being in a coastal hex on the Baltic Sea). For the record, it could also trace an Overland Supply Path: its first hex trace would be through Lake Ladoga (again, a Supply Path can be traced across and through Prohibited hexes, including this large Lake hex), and its second hex through the one occupied by the Kalinin Front (since friendly units negate EZOCs for the purposes of tracing a Supply Path; 6.3), and from there along the same route as the Kalinin Front traced its Supply Path.
Movement Example
It is the Axis Movement Phase of Game Turn 4 (a Snow turn). During the preceding Supply Check Phase, it was discovered that all of the units shown were in supply.
Despite the bad weather, the Axis Player decides to conduct an attack against the Kalinin Front unit and try to eliminate it while it is surrounded (by Axis units and ZOCs).
Counting his units' Combat Strengths, the Axis player determines that if he can reposition the 16th, 9th, and 4th Panzer Armies, he'll be able to muster a potential 15 to 4 (i.e., a 3:1) attack.
First he moves the 9th Army (blue) through the Forest squares. The colored movement arrows and circled numbers indicate how many Movement Points were spent to move that far. Remember, it costs one additional (+1) MP to leave an EZOC (8.5.2).
This allows the 4th Panzer Army (purple) to move into that same hex because now there is a friendly unit in it; so the 4th Panzer Army deftly moves directly from one EZOC to another (8.5.3). It must stop immediately upon entering that hex (because it entered an EZOC), and expends 3 MPs to get there (1 to leave the EZOC plus 2 to enter the adjacent Forest hex). Notice that moving his units in the proper sequence was important!
The Axis Player moves the 16th Army next and has a couple of options. The White option would push it forward onto the one-step 18th Army for one Movement Point (the Fort has no ZOC remember), but there is its position could become tenuous, because there's always the danger that the Soviet Player could flip the Fortified unit to its Regional side — this would suddenly give it a Zone of Control and would thus enable it to cut off supply to that hex. So the Axis Player takes the black path through the Marsh (for two Movement Points) and into the Forest instead. The one-step Axis 18th Army is just going to have to fend for itself . . . Notice how most Axis movement is made around EZOC hexes and not through them.
Finally, the Axis Player moves the 2nd Panzergrenadier Army westward (green). Why did he do this? He did this to maintain the integrity of his line (i.e., the positioning of his units and their ZOCs) and prevent the Soviet West Army from simply walking into Smolensk during the following Russian Player Turn.
Notice that he kept the 3rd Panzer Army in place next to Moscow to hold that valuable ground and threaten the Objective hex. Planning ahead and thinking things through like this are all game-puzzles you'll discover.
Combat Example
The German 6th Army in Stalingrad is being attacked by the Russian 3rd Tank Army and 2nd Ukraine Front during a Snow Game Turn. The Russians commit a Shock! marker to the battle, and neither player commits any cards.
The Initial Ratio is 12:3, which reduces down to exactly the 4:1 Odds Column on the Soviet Combat Results Table. During the Final Odds Step (#4), shifts occur as follows:
The Attacker committed a Combat Support marker to the battle (1➡). The Defender's force is located in a City hex (⬅1) and across Objective hexsides (⬅1).
Note, because all of the attacking units are also attacking across River hexsides, this would normally cause another (third) shift to the left. But as it is a Snow Game Turn, for combat purposes the rivers essentially 'disappear,' and so do not provide a combat shift.
The Final Odds Step will see this 4:1 Odds Column shifted one column to the left, thus being rolled as a 3:1 battle.
Combined Example
It is the start of the Turn 2 German Movement Phase; here see the situation in the Ukraine.
The Axis Player plans to blast his way through the center at high odds, and then use Advance After Combat to firmly encircle Kiev (and, with luck, to have the Soviet unit there wither and die in an unsupplied state during the Soviet Player's turn) and to surround Odessa and attack that unit so that it has no retreat route and kill it before the Soviet Player can evacuate it on his turn via Rail Movement (well, "Sea Movement" in this case). The Axis player moves his units as shown below, setting up his two envisioned attacks:
But the Russian Player can read the map, too, and sees where this might be headed. It doesn't look good for his units around Kiev, so he plays his "Maskirovka" Event card to immediately bring an entrained Russian unit onto the map. He wants to place it in the hex southeast of Kiev (adjacent to both the Central and Bryansk Fronts) to keep his supply lines from becoming tenuous and lending some counterblow firepower if opportunity permits.
The Axis Player is fortunate, however, as he is holding his "Inexperienced Soviet Officers" Event card, which, after a bit of reflection, he decides to use to cancel the Soviet's card. The Soviet player grumbles and returns his unit to the Rail Movement Box.
With that excitement over, the Axis Combat Phase begins and the Axis player designates the Soviet Bryansk Front and South Front (in Odessa) as Target Hexes.
Seeing that Kiev is not an Axis Target Hex, the Soviet Player realizes that the Axis player is going to try to encircle both Kiev and Odessa, leaving his Central Front unit in Kiev to die from lack of supply. Since losing 1 VP and having to pay two cards to bail out his best unit from the Surrendered Units box in a future turn is not desirable, the Soviet Player launches a counterblow, discarding a card to activate the Central Front in Kiev as a Target Hex. He is trying to put the German Player on the horns of a dilemma by forcing an involuntary counterattack.
Resigned to his fate, the Axis Player starts recalculating the possibilities around Kiev and takes another look at his own card hand. In it he finds his "Gott Mit Uns" ("God is With Us") card and then sees the "Erich von Manstein" Event on the Discard Pile from Soviet's recent discard (that was the Axis Event on that same "STAVKA" Event card). It's an ideal card play situation and the German Player makes it.
"Well, hoody-hoo!," the Axis player exclaims. "I think Erich needs to double the strength of one German unit. Let me think about which..."
The German player decides that von Manstein will be used in the north at his crucial attack on Smolensk this turn and won't be appearing at our battles in the Ukraine.
According to his plan in the south, the German Player first proceeds with his Grand Attack (with the yellow arrows) in the center of the line against the Soviet Bryansk Front, the success of which (and Advance After Combat) will greatly influence the other battles nearby. His strength ratio is 15:3 (5:1). Note that there is no shift to the right (1➡) for the Armor Bonus (10.6.3) as the target hex includes an Armor or Mechanized Infantry unit type. The German Player rolls on the 5:1 Odds column on the German Combat Results Table. A die roll of ⚀ yields a DS result, and the Bryansk Front is retreated two hexes and is then placed in the Shattered Units box.
The German Player advances his units after combat (with his armor taking its Advance Bonus to move an additional hex, as per Rule 10.8.2) to isolate Kiev and maintain his Supply Path to the western map edge (i.e., the Mountain hex in Rumania). The two 4-4 Armies trace directly to it, as per an Alternate Source (6.2): the supplied 4-4 Army adjacent to its own hex as illustrated below.
Hoping to roll a '6,' the Soviet Player throws the die and rolls a ⚁ for a No Effect. Desperate, and despite his low chances for success (even a roll of '5' would help, as it would send his Central Front to the Destroyed Units box instead of the Surrendered Units box), the Soviet Player commits his last Event Card, "Heroes of the Soviet Union," and re-rolls the die. This time he tosses a ⚁ for a CA result. The Axis Player declines to make a Counterattack and the battle ends there.
This leaves the Axis Player two Target Hexes to deal with. He has one Blitz! marker (circled in red) that is not urgently required for battles in the north, but he opts not to use it in his next attack, in the south, against the South Front in Odessa (the blue arrows). With a 9:3 (i.e., 3:1) Ratio, and two shifts to the left (2➡), one each for the River and City terrain, you'd think the Axis Player would desperately use a Blitz! marker at this battle; but no! He has one more Event card up his sleeve and plays it now: "Heinz Guderian." 'Swift Heinz' turns an Axis attack into an automatic DR result, and that is exactly what the Axis Player wants. With nowhere to retreat, the South Front is placed in the Destroyed Units box, and the Axis units advance through Odessa.
This leaves the German 4-4 6th Army to make an involuntary counterattack vs. the counterblow from the Soviet Central Front in Kiev (the green arrow). The attacker's 4:5 Ratio becomes a 1:2 Odds attack. Knowing that there are no shifts for terrain in a Counterattack, the Axis Player could commit his available Blitz! marker to bump the Odds up to 1:1, but again he decides not to.
Why? Because he's hoping for an indecisive result to keep the Soviet unit in place so that it will be Unsupplied (and, hopefully, removed from the map in that state) during the upcoming Soviet Player's turn.
The Axis Player launches his 1:2 Odds attack and the die roll is a ⚂, yielding a CA result. The Soviet Player seizes the opportunity to launch a 5:4 Ratio (1:1 Odds) Counterattack of his own (1:1 Odds), as shown below.