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No Retreat!: Solitaire

Expansion for No Retreat! The Russian FrontExpansion for No Retreat!: The Russian Front 1941-1944

No Retreat!: Solitaire Rulebook

Table of Contents

Table of Contents

  • А.0 Introduction
  • Б.0 Components
  • В.0 Setup
  • Г.0 Solo Event Cards
  • Г.1 Sudden Death Victory Check
  • Г.2 Combat Phase Check
  • Д.0 How to Play the Opponent
  • Е.0 New Tokens
  • Ж.0 Victory in Solo Play
  • Solo Event Card Sheet
  • К.0 Designer's Notes
  • И.0 Example of Play

А.0 Introduction

Before you is the solitaire module for the deluxe edition of No Retreat! The base game is required to use it.

The base rules are replaced by this module's rules where the two conflict.

The idea of this module is that you play both sides with equal care. You represent only one of them (hereafter "your side"). Only by playing that side can you win, but at the same time you also play the "opponent's side."

As you approach a Sudden Death victory, the rules may force you to switch sides (the opponent's side becomes yours, and vice versa). Thus, having almost reached victory, you find yourself on the brink of defeat!

The rules of this module refer to the base rules of No Retreat!

Б.0 Components

  • Double-sided operational parameters sheet.
  • 11 round tokens.
  • 12 solo event cards.
  • Scenario rules booklet.

В.0 Setup

Each scenario (or the whole campaign, if you play it in full) begins with the turn of the side that holds the Initiative at the current moment of the game (12.9).

Shuffle the solo event cards and place them next to the map, forming a deck.

Place the "Stalin" token in Moscow, and the "Führer Directive" token on a hex determined by the scenario:

  • "Barbarossa" or full campaign: Smolensk
  • Plan "Blau": Soviet oil fields
  • Operation "Saturn": Stalingrad
  • Operation "Citadel": Kharkov
  • Operation "Bagration": Königsberg
  • "To Berlin!": Budapest

Г.0 Solo Event Cards

The 12 new solo event cards, unlike the ordinary No Retreat! cards, each contain four cells of different colours.

Events in the two upper cells affect Germany, and events in the two lower cells affect the USSR. Choose the cell, out of the two, that is marked with the symbol of the side that currently holds the Initiative (the Soviet star or the German cross) (see 12.9).

A solo event card is drawn in two cases:

  1. Before the Sudden Death Victory check, to see whether the Führer Directive and/or your side changes.
  2. During each of your Combat Phases, after all battles have been declared, to determine the opponent's reaction and to plan the opponent's actions for the next turn.

Card layout (diagram in the module). The card number is at top right; a "Switch if within" line with skull symbols gives the Sudden Death difference at which the side switches (Г.1, item 3). Each cell carries a side symbol at its top right (German cross or Soviet star) and two rows. The two upper cells (green on the card sheet) affect Germany and the two lower cells (tan) affect the USSR:

  • Top row: the "Plan of Action" or a possible "Führer Directive" (if a city is named), or the "Alternative Plan of Action" (if no city is named).
  • Second row: effects received immediately (black) or to be lost in the following turn (red).

A dashed arrow marked "else" in the left margin of the card points to the alternative plan of action (Plan B).

Г.1 Sudden Death Victory Check

Further development of events may change greatly in this phase.

Order of actions. Before the Sudden Death Victory check (12.2), shuffle the solo event cards and draw the top card:

  1. The side that controls the hex where the "Führer Directive" token is located receives 1 VP for orders.
  2. Check the event cell for Germany marked with the symbol of the side that currently holds the Initiative (12.9), to learn the new Führer Directive. If a city is named there, place the "Führer Directive" token in that city. If no city is named, the token stays where it is. This reflects the military plans and goals set by Hitler, which you must take into account.
  3. Check whether you change the side you are playing, comparing with the top row of the card.
    • If it says "Do not switch sides," you continue playing your current side.
    • If it says "Switch sides if..." and several skull symbols (Sudden Death markers) are shown, you must switch the side you are playing if:
      • A) The side you are playing holds the Initiative (12.9), and your VP are lower or higher than the number of VP needed for a Sudden Death victory that round by the number of skulls shown on the card (see 12.2); OR
      • B) The side you are playing does not hold the Initiative (12.9), and the total VP are lower than the number needed for a Sudden Death victory that round (see 13.2).

Because you can win only while playing the side that holds the Initiative, the path to victory is difficult.

When playing the side that holds the Initiative, you must switch sides if you come too close to a Sudden Death victory. Even if you exceed the required number of VP, do not assume victory is in your pocket: those VP may prove insufficient to stop you from switching to the side that does not hold the Initiative.

If you play the side that does not hold the Initiative, you cannot win until you switch sides. But that happens only if you can put the opponent in a position where its VP fall below the number needed for a Sudden Death victory (sometimes well below).

Example. During the Sudden Death Victory check in round 6, Germany still holds the Initiative (12.9). The "Führer Directive" token is in Smolensk, which Germany controls, so Germany receives 1 VP for orders.

The player takes solo event card No. 10, which sets the Führer Directive until the next Sudden Death Victory check (look at the upper cell: the German half of the card, Germany's Initiative). This is the "USSR Oil Well." The "Führer Directive" token is removed from Smolensk and placed on the oil-well hex in the Caucasus.

Note that if this had happened later, when the Initiative was with the USSR, the second cell (with the USSR's Initiative) would have been used for the new Führer Directive. That cell names no specific location, so the "Führer Directive" token would simply have stayed where it was.

Round 6, Sudden Death Victory check. The current score is 24 VP. Again, looking at the upper row of solo event card No. 10, we see that the player must switch sides if the VP are 3 points (3 skulls) below or above the number needed for a Sudden Death victory (the player's side holds the Initiative and can win). The round marker "R6" is on space 23 of the VP track, so the player must switch sides at once (and the game continues in this way).

If the player does not need to switch sides, and the current side holds the Initiative, that side wins if its VP exceed the number needed for a Sudden Death victory (see 12.2).

Г.2 Combat Phase Check

Г.2 Combat phase check: after all voluntary attacks have been declared during your Combat Phase, draw one solo event card to resolve the opponent's reaction (second row) and to determine the opponent's next plan of action, if one is given (top row), which the opponent will follow in its next turn.

After a switch of sides: you continue playing against your recent opponent's side until the sides switch again.

When switching sides from the USSR to Germany, the plan of action may already have been determined (see Г.2 below). If so, remove the "OKH. Attack Order" token from the map, ignoring the instructions written in the top row. Card-draw penalties (for example, "−1/−2 card") still apply during your first turn, when Germany holds the Initiative (if possible).

When switching sides from Germany to the USSR, the card drawn before the Sudden Death Victory check becomes the opponent's plan of action for the current round, and only the top row of the corresponding USSR cell is used. The second row is ignored entirely.

Exceptions: there are two cases when this does not happen.

  • During the 1st round, to demonstrate the surprise of the invasion, the Soviet high command has no time to issue any orders.
  • During the 4th round (November/December 1941), if Germany is your opponent: the solo event card is not drawn, because Germany is not ready for winter.

Order of actions. When you draw a solo event card in your Combat Phase, check the opponent's cell that matches the current Initiative (12.9).

Г.2.1 Opponent's reaction in the Combat Phase. Both black effects from the second row of this card are applied to the opponent immediately.

  • Draw several cards: the indicated number of solo event cards is drawn and added to the opponent's cards. That is how the artificial intelligence can surprise you with new and unexpected cards.
  • Receive counterblow tokens: the opponent receives the indicated number of counterblow tokens. You must place them immediately, wherever you see fit.

Г.2.2 Opponent's plan of action for the next turn. Effects that must be resolved during the opponent's next turn:

  • Cannot exit EZOCs: the opponent's connections cannot leave an EZOC during the Movement Phase of the next turn.
  • Do not attack: the opponent cannot make attacks during the next turn.
  • Major attack: the opponent must make several attacks (as indicated) at any location along the front line.
  • No orders: during the next turn the opponent has no plan of action.
  • Naming a city or location: the opponent's "Stavka" / "OKH" token is placed immediately at the named location. During the Combat Phase of the opponent's next turn you must place the indicated number of target tokens within 3 hexes of this token. That is, the opponent must make the indicated number of mandatory attacks next to the "Stavka" / "OKH" token (but see Д). At this moment you may place the target tokens under these tokens as a reminder.
  • USSR oil fields: the USSR oil fields refer to the hexes along the lower edge of the map. (Translator's note: the source word here is "карта", which in this context most likely means the map.)
  • Captured city: any city of yours that must be captured by the opponent in order to fulfil the card's requirements (see Д.0).

The second row may contain the following effects:

  • Losing several cards: the opponent draws fewer solo event cards during the card-draw phase of the next round. Use the yellow "-№ cards" token as a reminder.

Example. You play Germany in the 14th round (which means the Initiative is with the USSR). During the German Combat Phase, after all of Germany's voluntary attacks are declared, solo event card No. 10 is played to get instructions for the opposing side. We turn to the fourth cell of the card (the opponent is the USSR, and the USSR holds the Initiative) and see:

x3: Minsk — Draw: 2 — Counterblow: x1

The USSR "Stavka" token is placed at Minsk, with three target tokens beneath it as a reminder that they must be used during the coming USSR turn. The opponent (that is, the USSR) immediately takes 2 ordinary event cards, which may surprise you during this very Combat Phase! One counterblow token is also placed in a suitable hex during the current German Combat Phase.

Д.0 How to Play the Opponent

You must play the opponent honestly, trying to make the most effective actions possible. In the end you will have to sort out the mess that you create here after you switch sides! Follow the rules below when you move the opponent.

Д.1 Plan A. The top row of the corresponding cell of the last solo event card drawn contains the opponent's plan of action for the round (otherwise called "Plan A"). You must follow this plan or pay the penalty (see Д.5).

If Plan A names a specific location, and at the start of the Movement Phase it becomes clear that the movement cannot be carried out (there are no connections next to that location for an attack), then the opponent follows the alternative plan of action (described below).

Д.2 Plan B. Plan B is indicated by the arrow labelled "else" on the left side of the card. You need only the information in the top row of the indicated cell, which contains the plan of action. If necessary, remove or move the attack token and continue.

If Plan B names a location that cannot be reached by any connection at the start of the Movement Phase, the opponent follows the reserve plan of action (see below).

Д.3 Plan C. Plan В (the third plan, lettered with the Cyrillic В) is a complete failure. Its top row takes the meaning "No Orders," and the opponent automatically receives 1 VP this round.

Translator's note: the module letters its plans А, Б and В in Cyrillic. They are rendered here as Plan A, Plan B and Plan C.

Д.4 Operational parameters. The module includes a sheet of operational parameters. If, following this list, you find an instruction that cannot be carried out, you do not need to follow all the instructions listed after it until the end of this turn. Operational parameters are cancelled until the end of this turn, and you are left to improvise, avoiding defeat.

Д.5 Price of defeat. Failing to carry out the opponent's plan of action (A or B) (that is, beginning a forbidden attack, a forbidden exit from an EZOC, failing to capture at least one city controlled by the player when required, or making fewer attacks than indicated) results in the opponent receiving one (maximum) VP for orders (see Е.4).

Д.6 Opportunistic aggression. The opponent must always be given the chance to begin a counterattack when the combat results table allows it. The player may not refuse a counterattack when playing the opponent.

That is exactly how you will suffer if you play the opponent badly, so it is better not to cheat.

Continuation of the example. During the 14th turn of the opponent (the USSR) you will need to place 3 target tokens in the 3 hexes around Minsk. If, at the start of the Movement Phase, the opponent cannot carry out these 3 attacks in the vicinity of Minsk, you must switch to Plan B.

In the case of card No. 10, the new plan of action will be as follows: Soviet connections cannot leave EZOCs. If you also do not carry out Plan B (that is, you actually have to pull connections out of an EZOC and you do so), the opponent receives 1 VP (which is bad for you).

Е.0 New Tokens

New round tokens are needed for solo play of No Retreat!

Е.1 "Stalin" token. This token represents not only Stalin, but also illustrates the serious economic problems and the decline of fighting spirit that resulted from the German capture of the Soviet capital. This token may also be used in a two-player game. If it is destroyed, it is not replaced.

  • Purpose. The Stalin token, while in Moscow, yields 1 VP for orders to the USSR (see Е.4). If it is not in Moscow (that is, it has been moved or destroyed), it yields 1 VP for orders to Germany.
  • Movement. The Stalin token is not counted when checking stacking limits and may move only by rail (see 9.0). If at the end of a USSR turn Stalin is not in a city controlled by the USSR, he is removed from the game, and Germany receives 1 VP for capturing objective hexes (see 12.1).
  • Combat. The Stalin token has no ZOC or combat values. It cannot retreat, and it is destroyed if an enemy unit enters its hex. It gives one defensive shift (<1) to units in the same hex.

Е.2 "Führer Directive" token. This token represents the strategic goals and plans set by Hitler, on the basis of which the player, playing both sides, must plan his actions. It moves on the map during Sudden Death Victory checks (see Г.1, No. 2), and it yields 1 VP for orders (see Е.4) at the start of the next Sudden Death Victory check (Г.1, No. 1).

This token and the solo event cards may also be added to a game for two players.

Е.3 "Stavka" and "OKH" tokens. These tokens are placed on the map as reminders when a solo event card requires the opponent to conduct an attack during the opponent's next turn.

  • Placement. Place the "Stavka" / "OKH" token for the opponent at the location indicated on the event card (see Г.2.2), or next to the map edge of the corresponding side if no location is indicated.
  • Effect. If this plan of action was not successfully carried out, the opponent receives 1 VP for orders at the end of the Combat Phase.
  • Removal. This token is removed from the map during the Removal Phase.

Е.4 Victory point token for orders. This token marks the number of VP for orders. These VP are gained or lost according to the Führer Directives (Г.1, No. 1), the presence or absence of Stalin in Moscow (Е.1), and the player's inability to carry out the opponent's plan of action (Д.0).

  • Total VP. Only one side can have VP for orders. Flip this token to show which side currently leads on VP, and place it on the VP track, marking the required number.
  • No more than 6 VP. The maximum number of VP for orders that can be gained is 6. Ignore any VP above this value.
  • Steadfastness. The value of this token is not reset when the Initiative changes (see 12.10).

VP represented by this token are always added to the total VP represented by the square VP token.

Losing a city worth 1 VP in this turn is one thing (because you may be able to retake it later). Losing a city that costs you 1 VP for orders is a different matter entirely, since those VP are not so easy to win back!

Ж.0 Victory in Solo Play

The victory conditions have hardly changed compared with the base game, and you can still win in any of the three ways, with one nuance.

Ж.1 Objective hexes. The conditions for winning by capturing objective hexes (see 12.1) change. After the Initiative shifts in round 11, Germany needs four objective hexes to win (not three).

Remember that victory by capturing objective hexes is determined before a Sudden Death victory, and is therefore a way to win while playing either side, whether or not you hold the Initiative!

Ж.2 Sudden Death. Here lies the main difference. If either side has met the requirements for a Sudden Death victory (see 12.2), there are two possible outcomes, depending on whether the player holds the Initiative:

  • If the player holds the Initiative, the player wins immediately. Excellent work!
  • If the player does not hold the Initiative, the game continues. The opponent cannot win by Sudden Death. Try to lower the opponent's VP so that you can switch sides, and then try to win by Sudden Death for the other side.

Therefore, as a player you cannot suffer a Sudden Death defeat in solo play.

Ж.3 End of game. The victory condition at the end of the game (see 12.6) is unchanged.

Solo Event Card Sheet

Reproduced verbatim from the English solo event card sheet, the "No Retreat: Solitaire card sheet (FRONT)" printed as the C3i Magazine No. 26 insert. It shows all 12 solo event cards (01 to 12). The card text is English, as printed.

How to read a card (Г.0 and Г.2 above): the two upper cells (German) and the two lower cells (USSR) each show a side symbol: the German cross or the Soviet star. The side that holds the Initiative chooses the cell carrying its own symbol. "Draw" is the number of solo event cards the opponent takes; "Lose" is the number shown in red; a black double-arrow with "x N" is N counterblow tokens; a crosshair with "x N" is a named location with N target tokens. The "else" arrow in the margin points to the alternative plan (Plan B). Skull symbols give the Sudden Death difference for switching sides (Г.1, item 3).

Card 01. Player Side does not switch.

  • German cross: No Orders. Draw 3. Lose 2.
  • German star: x2: Königsberg. Draw 2. Lose 1.
  • USSR cross: x2: Kharkov. Draw 1. Lose 2.
  • USSR star: No Orders. Draw 4. Lose 3.

Card 02. Player Side does not switch.

  • German cross: x2: Kharkov. Draw 1. Counterblow x2.
  • German star: x1: City Capture. Draw 2. Lose 1.
  • USSR cross: x2: Rostov. Draw 2. Lose 2.
  • USSR star: x5: Major Attack. Draw 1. Counterblow x1.

Card 03. Player Side does not switch.

  • German cross: No Orders. Draw 2. Lose 2.
  • German star: x2: Rostov. Draw 1. Lose 1.
  • USSR cross: x2: Leningrad. Draw 2. Lose 1.
  • USSR star: Do Not Attack. Draw 2. Counterblow x4.

Card 04. Player Side does not switch.

  • German cross: x2: Smolensk. Draw 1. Counterblow x3.
  • German star: No Orders. Draw 2. Lose 2.
  • USSR cross: x3: Moscow. Draw 2. Counterblow x2.
  • USSR star: x2: Bucharest. Draw 1. Lose 1.

Card 05. Switch if within: 1 skull.

  • German cross: x3: Moscow. Draw 2. Counterblow x4.
  • German star: Cannot Exit EZOCs. Draw 3. Lose 2.
  • USSR cross: x4: Major Attack. Draw 1. Counterblow x2.
  • USSR star: x3: Kharkov. Draw 2. Lose 1.

Card 06. Switch if within: 1 skull.

  • German cross: No Orders. Draw 4. Lose 3.
  • German star: x2: Smolensk. Draw 1. Lose 2.
  • USSR cross: No Orders. Draw 3. Lose 3.
  • USSR star: x2: Stalino. Draw 1. Lose 1.

Card 07. Switch if within: 2 skulls.

  • German cross: x2: Dnepropetrovsk. Draw 1. Counterblow x2.
  • German star: Cannot Exit EZOCs. Draw 2. Lose 1.
  • USSR cross: x2: Moscow. Draw 2. Lose 2.
  • USSR star: x3: Kiev. Draw 2. Counterblow x1.

Card 08. Switch if within: 2 skulls.

  • German cross: x2: Leningrad. Draw 2. Lose 2.
  • German star: No Orders. Draw 1. Lose 1.
  • USSR cross: x3: Stalingrad. Draw 2. Counterblow x2.
  • USSR star: x2: Budapest. Draw 1. Lose 2.

Card 09. Switch if within: 3 skulls.

  • German cross: x3: Stalingrad. Draw 2. Counterblow x1.
  • German star: Cannot Exit EZOCs. Draw 2. Lose 1.
  • USSR cross: x1: City Capture. Draw 2. Lose 2.
  • USSR star: x3: Dnepropetrovsk. Draw 1. Counterblow x3.

Card 10. Switch if within: 3 skulls.

  • German cross: x2: USSR Oil Well. Draw 1. Lose 2.
  • German star: Do Not Attack. Draw 2. Counterblow x3.
  • USSR cross: Cannot Exit EZOCs. Draw 2. Lose 1.
  • USSR star: x3: Minsk. Draw 2. Counterblow x1.

Card 11. Switch if within: 4 skulls.

  • German cross: x3: Moscow. Draw 1. Counterblow x2.
  • German star: x3: Kharkov. Draw 2. Lose 1.
  • USSR cross: Do Not Attack. Draw 2. Counterblow x3.
  • USSR star: x3: Warsaw. Draw 1. Counterblow x3.

Card 12. Switch if within: 4 skulls.

  • German cross: x5: Major Attack. Draw 2. Counterblow x1.
  • German star: x2: Budapest. Draw 1. Lose 1.
  • USSR cross: Cannot Exit EZOCs. Draw 2. Lose 1.
  • USSR star: x2: Smolensk. Draw 2. Counterblow x2.

К.0 Designer's Notes

"Since I play many games solitaire, I created this additional module to extend the options for solo play of a game that was originally a two-player design. The random draws of cards by the opponent during the Combat Phase, and the "free" placement of counterblow tokens everywhere, add the elements of uncertainty that so characterize wartime, and they add an element of surprise to the solo game.

I developed this system for longer game sessions rather than short scenarios (where the Sudden Death victory condition is not used at all). But you can start with a particular scenario and play until the full campaign is over. That variant is also possible.

Most of the new features in this set can also be used in games for two players. I strongly recommend playing with the special rules concerning Hitler and Stalin, since these supreme commanders played a great historical role in the Great Patriotic War. Enjoy the game!"

— Carl Paradis

И.0 Example of Play

On the board is the situation just before the Combat Phase of round 8 (July/August 1942). The player is on the German side. Grey arrows show the planned paths of advance in case of victory.

During the last (6th) round of the Sudden Death Victory check, card No. 10 set a new Führer Directive, so the Directive token is on the USSR oil field.

The square VP token is on space 12. The player needs 3 more VP to win in the next round (by Sudden Death), so he decides to attack in the south and try to capture both the oil fields (which are worth extra VP because of the Directive token) and Stalingrad (with the help of a counterblow during the opponent's turn).

The best-laid plans...

[Map illustration in the module: the position before the German Combat Phase of round 8.]

Card No. 11 now comes into play, determining the USSR's actions: "Do Not Attack." Place 3 counterblow tokens and draw 2 cards. The situation on the rest of the map is stable, so the player uses a sly trick to advance.

Since he now knows that the USSR has been ordered to make no attacks in its next turn, he places two counterblow tokens on the 1st Ukrainian and Stalingrad Fronts. Now the player will have to attack them, but they get no terrain shift! The last counterblow is used in the north. The two cards taken are shown on the map.

Noting that the USSR can now cancel one of its cards, the player decides not to use a card in battle. He considers it fair and historical (since the opponent cannot attack in its next turn) if the USSR plays the "Georgy Zhukov" card, so that during the main German attack, with two tank armies taking part, the player rolls a die on the Soviet CRT (ТИБ). This looks right and maintains the dramatic tension.

Two counterblows were resolved with the result "ОБ" (as printed), but the other Soviet units survived.

The illustration below shows the situation at the start of the USSR Combat Phase (map illustration in the module). The player has fulfilled all operational conditions, there is one unit in the rail-movement box, and the Soviet units and their ZOCs form an unbroken line on the map, in accordance with instructions No. 3 and No. 5.

Note that a stronger unit could have been placed at Stalingrad, but the player decided to cheat a little. Shame!

Germany discarded several cards to place counterblow tokens on its stronger groups of troops and force the USSR to attack them, hoping for "КА" results (as printed). However, one card was cancelled by the opponent using card No. 18. The player does not want to "cheat" too much!

This ruse worked at Stalingrad (result "ОР", as printed), but not in the south (result "КУ", as printed; it applies in the next turn: place the token on the attacking unit of the active player). According to operational parameter No. 6, the USSR unit detrains from the trains and closes the gap near Stalingrad. In addition, the player used the second reserve unit and detrained it in the south. Nevertheless, all looks good for the player with the counterblow token on the oil fields (cancelling the river shift and the objective-hex shift in the next Combat Phase).

[Card illustration in the module: "x3: Minsk," as described above.]

The USSR "Stavka" token is placed at Minsk, with three target tokens beneath it as a reminder that they must be used during the coming USSR turn. The opponent (that is, the USSR) immediately takes 2 ordinary event cards, which may surprise you during this very Combat Phase! One counterblow token is also placed in a suitable hex during the current German Combat Phase.

The game continues, but now Germany acts as the opponent.

[Map illustration in the module: the position after card No. 09 is drawn.]

Before the start of the new German turn of the player, since this is the start of round 9, the Sudden Death Victory check (Г.1) is carried out. The solo event card deck is shuffled, and card No. 09 is revealed. Whoa!

  1. Unfortunately, Germany does not receive VP for orders, since the oil fields are still in Soviet hands.
  2. The new objective is now Stalingrad, which is already in German hands! But VP for orders will not be credited until the next Sudden Death Victory check.
  3. Finally, checking the upper part of the card, we see 3 skull symbols. Germany's VP stand at 13, which is within 3 VP of the number required for a Sudden Death victory. So the player must switch sides and take control of the USSR!

Because the player has switched to the USSR side, this solo event card now becomes the opponent's (Germany's) plan of action. Only the information written in the top row is used. Thus the "OKH" token is also placed in the Stalingrad hex. So much is riding on it there!

In accordance with the top row of the plan of action on the card, three target tokens will be placed within three hexes of the "OKH" token at Stalingrad. I'll bet the player deeply regrets having favoured himself a little during the last turn, by placing a weak unit in Stalingrad!

P.S. Note that if the opponent could not follow the plan of action described at the start of the Movement Phase, it would instead follow the alternative plan of action ("Plan B") on the card, in which case it could not exit the EZOC.