Red Vengeance
Red Vengeance Rulebook
Table of Contents
Table of Contents
1.0 Introduction
Red Vengeance (赤い復讐) is a two-player game set in the last year of the Eastern Front in World War II, designed to be small in format and easy to play. One player takes the role of the Axis forces on the Eastern Front, and the other takes the role of the Allied forces.
2.0 Components
Red Vengeance includes a map measuring 17 inches by 22 inches (approximately 43 cm by 55 cm), at a scale where the width of a hex (the hexagonal spaces printed on the map) equals 45 miles. Most of the 140 counters represent the units that fought in this campaign (called units in the game); the rest are markers needed for play. Each German unit represents one corps, and each unit of all other nations represents one army. German and Soviet marine units each represent one division. Units have two large numbers printed on them. The first is the unit's combat strength, and the second is its movement factor. The charts needed for play are printed on the map or on the chart cards included with the game.
The unit diagram in the rules labels the following unit types: foot units, mechanized units, infantry, cavalry, armor, mountain, armor (branch), strike, and marine.
Each counter displays the following information: the unit ID, the arrival turn (reinforcements only), the movement factor, and the combat factor.
Commanders. The commanders who influenced this campaign are represented by counters. Each commander counter bears the commander's name (Translator's note 1). Commander counters with the turn number printed in the upper right corner are reinforcement commanders.
Counter colours. The counters are colour-coded by nation:
- German army: light blue with pale light blue.
- Bulgarian army: beige.
- German SS: light blue with dark grey.
- Soviet army: red.
- Hungarian army: dark green.
- Yugoslav army: pink.
- Romanian army: yellow.
- Polish Home Army: red.
Markers. The game also includes air markers, turn markers, and naval markers.
3.0 Setup
3.1 Reinforcement and Marker Setup
Both players first place all reinforcement units and reinforcement commanders (commander counters with the turn number printed in the upper right corner) into the turn record boxes corresponding to each unit's arrival turn. Polish units marked "W" enter the game after it has begun, so they are kept off the map (11.43). Naval markers are placed in the "German Lake" box of the Baltic Sea Control Track printed on the map.
3.2 German Infantry and Minor Axis Nations Setup
Next, the Axis player places one Hungarian unit in Budapest (2215), another Hungarian unit in Cluj (2313), and the Bulgarian unit in Sofia (3113). The Axis player then places his or her remaining infantry units (including two Romanian units and one Hungarian unit) on the Axis start line hexes marked with a grey cross on the map. Romanian units must be placed within Romania. Units must not be set up in a way that exceeds the stacking limit (6.3). German units with the arrival turn "Y" are placed on the hexes in Yugoslavia marked with a white cross.
3.3 Allied Setup
Next, the Allied player places the Yugoslav units and commander on the hexes in Yugoslavia marked with an orange star. The Allied player then places his or her remaining Soviet and Polish units and commanders on the Allied start line hexes marked with red stars on the map. Units must not be set up in a way that exceeds the stacking limit (6.3). When doing so, each hex adjacent to an Axis start line hex must contain at least one Soviet or Polish unit.
3.4 Axis Armor Setup
Next, the Axis player places his or her armor units on the Axis start line hexes. Each Axis start line hex must contain at least one Axis unit.
4.0 Game Sequence
Red Vengeance is played over a series of turns, each representing one month. The winner is determined after 11 turns (June 1944 through April 1945). Each turn is played in the order given below.
-
Turn Beginning Segment. The players determine the weather for the turn. At the start of the game, the players must decide whether to use the historical weather (13.0) or the random weather table (14.7). Beginning with the turns from July 1944 onward, the players also make the Baltic Sea Control Table check (12.22) and move the naval markers (Translator's note 2) accordingly.
-
Allied Command Phase.
- Supply: The Allied player determines the supply status of his or her units (5.1) and applies its effects (5.2).
- Replacements and reinforcements: From the second turn (July 1944) onward, the Allied player may use Allied replacement points to bring reduced-strength units back to full strength, or to return units that were previously removed (10.1). The reinforcements received this turn are placed on the map (10.4).
- Air power: The Allied player rolls one die, consults the Air Power Table, and receives the number of air power points (12.1) indicated by the die result, which may be used this turn.
-
Allied Movement Phase. The Allied player moves his or her units (6.0). Strategic Movement (6.5) is performed first.
-
Allied Combat Phase. The Allied player must attack all Axis units adjacent to his or her units (8.0).
-
Allied Exploitation Movement Phase. Allied armor, guards, and mountain units have bonus movement points that may be used only in this phase (6.6). These bonus movement points are lost if not used in this phase.
-
Allied Exploitation Combat Phase. All Allied units that may move in the Allied Exploitation Movement Phase (whether or not they moved) and all strike armies may, if they wish, attack adjacent Axis units. Unlike the Allied Combat Phase, there is no obligation to attack, and the player may choose which hexes to attack (if any are possible). The normal rule that all defending units in a hex must be attacked still applies (8.41).
After all 11 of these steps are complete, the Turn marker is advanced and the same sequence is carried out for the next turn. The game ends after 11 turns.
5.0 Supply and Weather
During the Command Phase, each player checks the supply status of each of his or her units. Supply status is also checked at the start of each combat.
5.1 Supply Lines
To be in supply, an Axis unit must trace a path of hexes, of any length, to the western edge of the map or to a coastal city (port) hex on the Baltic Sea controlled by a friendly force. An Allied unit must trace a path of hexes, of any length, to the eastern edge of the map (except as noted in 5.3, 5.4, and 5.5). The hexes in this path must not contain enemy units, and must not be in enemy ZOC unless they contain a friendly unit.
5.2 Effects of Supply
Units that trace a supply line as described in 5.1 function normally. A unit that cannot trace a supply line is out of supply (OOS). Such units are indicated by turning them sideways to show they are OOS. An OOS unit has its combat factor and movement factor halved (fractions are rounded up for each unit). A unit is not removed merely for being OOS, but a unit removed in combat while OOS is removed for the rest of the game and cannot be returned using replacement points.
5.3 Polish Supply
Polish units trace a supply line to the eastern edge of the map until the Allies control Warsaw. After the Allies control Warsaw, all Polish units must trace a supply line to Warsaw.
5.4 Bulgarian, Romanian, and Hungarian Supply
Bulgarian units trace a supply line only to Sofia (3113). Romanian units trace a supply line only to Bucharest (2711). Hungarian units trace a supply line only to Budapest (2515). (See Translator's note 5 on the Budapest coordinates.)
5.5 Yugoslav Supply
A Yugoslav unit may trace a supply line to any mountain hex in Yugoslavia, including the hex in which the unit is located.
6.0 Movement
In the Movement Phase, a player may move some or all of the friendly units that are eligible to move, or may choose not to move at all. Units are moved one at a time. Each unit has a movement factor (MP) representing how far it can move. A unit cannot move more than its movement factor, but regardless of the cost of movement, a unit (if it has the capacity to move at all) may always move one hex per turn. A unit may not enter a hex containing an enemy ground unit. Units and commanders may not leave the map.
6.1 Movement of Commanders (and into Hexes Containing Commanders)
Commanders have a movement factor of 6 (see Translator's note 4). A commander pays 1 movement point for each hex entered, regardless of the terrain entered or the hexside crossed, and the movement costs printed on the Terrain Effects Table are ignored. Commanders are not treated as units, so enemy units may enter a hex containing only enemy commanders (in which case the lone commander is removed).
6.2 Unit Movement
In the Movement Phase, the moving player moves his or her units one at a time (the player may move all or part of his or her units as he wishes, and may choose not to move at all). Each time a unit moves from hex to hex, it spends movement points (MP) up to a maximum equal to its movement factor. The movement points needed to enter a hex may vary depending on the terrain of that hex or of the hexside crossed (see the Terrain Effects Table).
6.21 A hex containing more than one type of terrain is treated, for movement purposes, as the terrain that makes up the largest part of the hex.
6.22 In any Movement Phase, a unit may not spend more movement points than its movement factor. Note that retreat after combat (8.6) and advance after combat (8.7) do not consume a unit's movement factor.
6.23 Supply status (5.2) and the presence of enemy ZOC (6.42, 6.43) may affect a unit's movement factor.
6.3 Stacking
Any single hex may contain up to two units, plus any number of commanders and division-sized units (11.6). This is called "stacking." There is no limit on the number of units that may move through, advance through, or retreat through a hex in a turn, but at the end of each Movement Phase no stacking limit may be exceeded. If at the end of any Movement Phase a hex exceeds the stacking limit, the opposing player may freely remove units of the moving player's that exceed the stacking limit until no hex exceeds it.
6.4 Zone of Control (ZOC)
Each unit (except as noted in 6.41) exerts a ZOC over the six hexes surrounding the hex it occupies. A unit does not exert a ZOC into a hex that it cannot itself move into.
6.41 Units With ZOC: All units exert a ZOC except the two marine divisions (11.6). Commanders are not units and do not exert a ZOC.
6.42 Effect on Movement: Any unit (other than an armor unit) that enters an enemy ZOC must immediately stop, unless a friendly unit is already present in that hex at that moment (note that units move one at a time). If a unit moves directly from one enemy ZOC to another enemy ZOC, a friendly unit must be present in both of those hexes.
6.43 Armor Units and ZOC: An armor unit need not stop when it enters an enemy ZOC. It may move freely from enemy ZOC to enemy ZOC by paying an additional +1 MP for each enemy ZOC hex it enters.
6.44 Retreat and ZOC: A unit may not retreat (8.6) through an enemy ZOC, except when it retreats through a hex containing a friendly unit. Yugoslav units may retreat into a mountain hex in Yugoslavia that is in enemy ZOC, but may not pass through that hex.
6.5 Strategic Movement (SM)
Both sides may use Strategic Movement (SM) in their own Movement Phase (SM may not be used in Exploitation Movement). SM represents rail and highway movement. A unit using SM may move at three times its normal movement factor. To use SM, a unit must be in supply at the start of its move. A unit that begins the Movement Phase in enemy ZOC may not use SM. A unit using SM may not enter enemy ZOC (unless, at that moment, a friendly unit is present in that ZOC). A unit that uses SM may still attack in the Combat Phase, and is also eligible to make an Exploitation Movement (6.6).
The number of units the Allied player may use SM with in each turn is at most two in each turn of 1944 and at most one in each turn of 1945. The number of units the Axis player may use SM with in each turn equals the number of oil fields he controls that turn.
6.6 Exploitation Movement (EM)
In the Exploitation Movement Phase, some units receive special MP that may be used only for movement in this phase. MP not used in the Exploitation Movement Phase are lost and cannot be saved for later use. The units that receive MP and the values received are as follows:
- Armor units: 3 MP
- Guards units (Soviet infantry units with movement factor 4): 2 MP
- Mountain units: 1 MP
- Commanders (except Tito): 3 hexes
- Tito: 1 hex
As in the Movement Phase, a unit using EM may always move one hex, regardless of MP cost.
7.0 Control of Areas
Control of hexes is important for Strategic Movement (6.5), retreat (8.6), and replacement (10.11).
7.1 Control at the Start
At the start of the game, the Allied player controls all hexes on and east of the Allied start line, and all hexes in Yugoslavia that contain no Axis units and are not in an Axis unit's ZOC. At the start of the game, the Axis player controls all hexes on and west of the Axis start line, and all hexes in Yugoslavia that contain no Yugoslav units and are not in a Yugoslav unit's ZOC.
7.2 Changes of Control
During play, each player controls all hexes that contain his or her units and all hexes that his or her units last passed through.
7.3 Control of Yugoslavia
Control of Yugoslavia is special. Any hex in Yugoslavia that contains no units and is not in the ZOC of any unit is treated as controlled by both the Axis and the Allies. Therefore, to control such a hex alone, a player must have one or more units in it, or exert a ZOC over it while no enemy unit is present.
8.0 Combat
8.1 Allied Combat Phase
In the Allied Combat Phase, the Allied player must attack all Axis units adjacent to one or more Allied units. Every Allied unit must attack the Axis units adjacent to it, and all Axis units adjacent to Allied units must be attacked.
8.2 Axis Combat Phase
The Axis player has no obligation to attack. Axis units may choose whether or not to attack. However, if an Axis unit attacks, it must attack all Allied units adjacent to it. Exception: an Axis unit inside a fortress may, at the Axis player's choice, attack any one of its adjacent hexes.
8.3 Exploitation Combat Phase (Allied and Axis)
In the Exploitation Combat Phase, combat is optional for both sides (not only for the Axis). Only strike armies, commanders, and units able to make an Exploitation Movement (6.6) may attack in the Exploitation Combat Phase (6.6).
8.4 Combat
8.41 Targets
A unit may attack enemy units in all of its adjacent hexes (in the Combat Phase), or any one or more adjacent units (if it is eligible to attack in the Exploitation Combat Phase). All units in every hex being attacked must be attacked as one group; individual enemy units within one stack may not be attacked separately.
8.42 Frequency
Each unit may attack only once per Combat Phase, regardless of how many hexes it attacks. Combat factors may not be divided among several different attacks.
8.43 Procedure
The attacker decides which of his units will attack which hex containing enemy units. Once the attacking and defending units for a battle have been determined, the attacker totals the combat factors (2.0) of the units attacking. The defending player likewise totals the combat factors of his units taking part in the battle. Each player rolls a number of dice equal to the total combat factor of his units taking part in the battle. Each 6 rolled is one hit.
Example: A Soviet infantry army (a 4-3 unit) attacks a reduced-strength German armor corps (2-5) in clear terrain. The Allied player rolls 4 dice and the Axis player rolls 2 dice. Each 6 rolled is one hit.
8.44 Terrain
The terrain occupied by the defending units (9.0), or the hexside between them and the attacker, may change the number of dice used or have other effects (9.1). When deciding how many dice to remove from the attacker in each battle, use the one terrain type (one of the hexes being attacked, or one hexside between the attacker and the target) that has the most unfavourable effect on the attacker.
8.45 Supply
Before combat is resolved, check the supply status (5.2) of every unit used. An out-of-supply unit has its combat factor halved (fractions rounded up for each unit).
8.46 Other Modifiers
Commanders (11.21), air power, and naval support (12.0) may add dice to a player's combat strength in a battle.
8.5 Combat Results
8.51 Step Losses
Apply one "step loss" for each hit rolled. For each step loss, one unit of the side taking the loss is flipped to its reduced-strength side (exception: 11.1). A unit that is already reduced (or that has no reduced side) and suffers a step loss is removed. The owning player always decides which of his or her own units takes a step loss in a battle.
8.52 Retreat
If a side suffers more than one hit in a battle, it may avoid part of the step losses it would otherwise take by retreating (8.6).
8.53 Minimum Step Losses
If the number of step losses one side suffers in a battle is greater than the number of step losses needed to remove all of that side's units in the battle, those units are removed. In this case, that side may not retreat to avoid step losses.
Example: Two full-strength German units are attacked and suffer 5 hits. Both units are removed, and the Axis player may not retreat.
8.54 Order of Combat Resolution
In many cases both players suffer multiple hits. The player who suffered more hits takes his step losses and retreats first. If both players suffered the same number of hits, the attacker takes step losses and retreats first.
8.6 Retreat After Combat
A player may avoid step losses by retreating his or her units out of the battle. On both sides, the first hit in each battle must be taken as a step loss (8.51). Surviving units may then retreat. No movement points are spent in a retreat.
8.61 Defender's Retreat
To avoid step losses, all surviving defending units must retreat a number of hexes equal to the number of step losses avoided.
Example: Two full-strength Axis units in separate hexes are attacked and suffer 4 hits. The Axis player may flip one unit to its reduced-strength side, then retreat both units 3 hexes each to avoid the remaining step loss. Alternatively, he may make both units reduced and retreat each 2 hexes; or remove one unit and retreat the other 2 hexes; or remove one unit, make the other reduced, and retreat it 1 hex.
8.62 Attacker's Retreat
A surviving attacking unit may retreat only 1 hex, so only 1 step loss may be avoided. To avoid a step loss from the second hit, after taking an unavoidable step loss from the first hit, all units must retreat 1 hex. If hits still remain, step losses must be taken.
8.63 Retreat Procedure
A retreat must move away from the attacked hex and, where possible, toward the friendly map edge. If a unit cannot retreat toward the designated map edge, it must retreat toward a friendly-controlled city. Units may not "retreat forward."
8.64 Stacking and Retreat
When units retreat, they must, where possible, retreat so that no stacking limit is exceeded after the retreat. If this is impossible, a unit that would exceed the limit may be retreated further, as far as needed to reach a hex that does not exceed it.
8.65 ZOC and Retreat
A unit may retreat into an enemy ZOC only if a friendly unit is present in that ZOC. A unit all of whose retreat routes are blocked by enemy unit ZOC cannot retreat and must take every hit against it as a step loss. A unit that can retreat a limited number of hexes but then runs into enemy ZOC stops at that point and must take the step losses that the retreat cannot avoid.
8.7 Advance After Combat
If all defending units have been removed, or have retreated from the hex they occupied when attacked, the attacking player may advance surviving attacking units into the defender's hex (stacking limits still apply). This is called advance after combat. No movement points are spent in this advance, and ZOC has no effect on it.
Only the attacker may advance; defending units may not advance after combat. Also, an attacker that has retreated may not then advance. If an attacking unit makes an advance after combat, all hits against it must be taken as step losses.
9.0 Terrain
Terrain has a major effect on movement and combat.
9.1 Terrain Effects
The effects of terrain are as follows.
- Clear hex: All units spend 1 MP to enter.
- Rough hex: Mountain units spend 1 MP to enter; infantry and cavalry units spend 2 MP; armor and mechanized units spend 3 MP. Each unit defending in a rough hex has its combat factor increased by 1 (for example, two 3-3 infantry units defending roll 8 dice) (Translator's note 3).
- Swamp hex: Armor units spend 3 MP to enter; other units spend 2 MP. An armor unit attacking from a swamp hex has its combat factor halved (fractions rounded up for each unit). The total combat factor of units defending in a swamp hex is increased by 1. If the weather is snow, treat the swamp as clear.
- Forest hex: Armor units spend 2 MP to enter; other units spend 1 MP. The total combat factor of units defending in one forest hex is increased by 1.
- City and major city hexes: No effect on movement. Each armor unit attacking a city has its combat factor reduced by 1. The total combat factor of units defending in one major city hex is increased by 1.
- River hexside: Armor units spend 1 MP to cross (in addition to the cost of entering the hex on the other side). Other units pay no additional cost. Each unit attacking across a river hexside has its combat factor reduced by 1.
- Fortress: No effect on movement. Each Allied unit attacking across a fortress hexside has its combat factor reduced by 1. A German unit defending in a fortress hex scores a hit on a die result of 5 or 6. A fortress in which an Allied unit has ever been present loses all of its effects for the rest of the game.
Terrain Effects Table (as printed on the final page of the Japanese rulebook; "Other terrain" means the hex is treated as its other terrain type, see 6.21; the table's combat-effect column for swamp is discussed in Translator's note 7):
| Terrain | Foot | Mechanized | Combat effect |
|---|---|---|---|
| Clear | 1 | 1 | None |
| Small city | Other terrain | Other terrain | Armor combat factor -1 |
| Major city | Other terrain | Other terrain | Armor combat factor -1; total defending combat factor +1 |
| Fortress | Other terrain | Other terrain | See 9.1 |
| Port | Other terrain | Other terrain | - |
| Coast | Other terrain | Other terrain | - |
9.2 Multiple Effects
Terrain effects are cumulative. Combat and movement modifiers are applied in the order: addition, subtraction, then halving. For example, Berlin is both a major city and a fortress. Also, if the weather is snow and a 6-5 Soviet armor unit attacks a city hex, the city reduces it by 1 (to 5), and the snow then halves it (to 2.5, which rounds up to 3).
10.0 Replacements and Reinforcements
In the Command Phase, each player receives replacement points (RP), which he or she may immediately use to rebuild units that were removed (exception 10.14) or to bring reduced-strength units back to full strength. A commander who has died may not be returned to the game. Players also receive new units as reinforcements, which arrive at various times.
10.1 Replacement Procedure
For each 1 RP, a player may do one of the following:
- Bring a reduced two-step unit to full strength (flip it to its full-strength side), or
- Rebuild a removed one-step unit, or
- Rebuild a removed two-step unit at reduced strength.
A unit functions normally from the turn it becomes full strength, or from the turn it returns from the removed units.
10.11 Requirements
A reduced-strength unit being rebuilt must be in supply (5.1). It may be in or out of enemy ZOC (6.4). When a removed Axis unit is returned to the game, it is placed in Berlin (1422), Breslau (1619), Dresden (1622), Kiel (0623), or Leipzig (1623), which must be German-controlled. When a removed Allied unit is returned to the game, it is placed in a hex on the eastern edge of the map that is friendly-controlled.
10.12 Two-Step Units
A removed two-step unit cannot be returned to the game at full strength in one turn. It may be returned at reduced strength in one turn and flipped to full strength in a later turn (costing 1 RP per turn).
10.13 Types of RP
There are two types of RP: armor and infantry. Infantry and armor RP may be used to rebuild mountain, strike, infantry, and cavalry units. Only armor RP may be used to rebuild armor units.
10.14 Out of Supply
A unit removed while out of supply is permanently removed from the game and may not be rebuilt.
10.2 Axis Replacement Points
The Axis player receives 2 armor RP and 2 infantry RP in each turn from July to December 1944, and only 2 infantry RP in each turn from January to April 1945. In addition, in each turn of 1945 he receives 1 armor RP for each oil field the Axis player controls.
10.3 Allied Replacement Points
The Allied player receives 2 armor RP and 2 infantry RP in each turn from July to December 1944, and only 2 infantry RP in each turn from January to April 1945. In addition, in each turn of 1945 he or she receives 1 armor RP for each oil field the Allied player controls.
10.4 Reinforcements
Both players receive new units during the game. Each reinforcement unit shows its arrival turn in its upper right corner. New Axis units are placed in Berlin (1422), Breslau (1619), Dresden (1622), Kiel (0623), or Leipzig (1623). New Allied units are placed in Odessa (2602), Kiev (1802), Minsk (1007), or Vitebsk (0705). New Yugoslav units are placed either in Belgrade (2818), if controlled by the Allies, or in an Allied deployment hex in Yugoslavia that is controlled by friendly forces. The city in which a new unit is placed must be friendly-controlled.
10.5 Withdrawal
In the November Axis Command Phase, if the 2nd SS Panzer Corps is on the map, the Axis player must remove it. If it is not on the map, the Axis player removes one other Axis armor unit (an SS unit if possible). A unit removed in this way, even if it was reduced when removed, returns at full strength as a reinforcement in the February turn.
11.0 Special Rules
11.1 Shock Armies
Soviet shock armies have special properties. They do not move in the Allied Exploitation Movement Phase (6.6), but they may attack in the Allied Exploitation Combat Phase (8.3). Also, two hits are required to inflict one step loss. Therefore, when a shock army is stacked with Allied units of other branches and that group takes one hit, a unit that is not a shock army absorbs that hit and takes one step loss. If all Allied units taking part are shock armies, the remainder of an odd number of hits is ignored (no retreat or step loss is required for that hit).
11.2 Commanders
11.21 Combat Effects
A commander modifies the attack and defense combat factors of friendly units stacked with him as follows:
| Leader | Modifier |
|---|---|
| Zhukov | +2 to attack and defense |
| Konev | +2 to attack, +1 to defense |
| Dietrich | +1 to attack and defense |
| Tito | +1 to attack, +2 to defense |
| Hitler | +1 to attack; +1 to defense in Berlin if no SS unit is present, or +2 to defense in Berlin if an SS unit is present |
If a commander's attack or defense bonus is greater than the total combat factor of the units stacked with him, he gives only a bonus equal to that total combat factor.
11.22 Commander Movement
Commanders do not pay normal terrain costs. Regardless of the terrain of the hex entered or the hexside crossed, a commander pays 1 MP for each hex entered (Translator's note 4).
11.23 Death of a Commander
When a commander's stack loses one of its units, the owning player rolls one die. If the result is 1 or less, the commander is removed from the game. If all units stacked with the commander have been removed, subtract 1 from that die. If the commander and all units stacked with him have been removed and the commander survives, move the commander to the nearest Yugoslav unit (for Tito), Soviet unit (for other Allied commanders), or SS unit (for Dietrich). If an enemy unit enters a hex in which a commander is alone, the commander is removed (6.1).
11.24 Dietrich
Dietrich arrives as a reinforcement in February 1945. He must always be stacked with SS units during the game. For movement he is treated as an armor unit (he has 6 MP in the Axis Movement Phase and 3 MP in the Axis Exploitation Movement Phase).
11.25 Soviet Commanders
Zhukov and Konev are treated as armor units for movement (5 MP in the Allied Movement Phase and 3 MP in the Allied Exploitation Movement Phase). Because of their intense personal rivalry, when both commanders are stacked in the same hex, only one of them modifies the combat factors of the units. In the Allied Combat Phase or the Allied Exploitation Combat Phase, if either of these Soviet commanders is in any hex adjacent to Berlin, the Soviet commanders may modify only attacks against Berlin (neither was willing to play a supporting role).
11.26 Tito
Tito is treated as a mountain unit for movement (4 MP in the Allied Movement Phase and 1 MP in the Allied Exploitation Movement Phase).
11.27 Hitler
Hitler is not represented by a counter; he remains in Berlin throughout the game. Hitler commits suicide in any of the following situations:
- If Allied units attacked Berlin and no hits were scored, roll one die. If the result is 6, Hitler commits suicide.
- If an Axis unit in Berlin suffers a hit, Hitler commits suicide on a die result of 5 or 6.
- In the Allied Command Phase, if all hexes surrounding Berlin contain Allied units or are in Allied unit ZOC, and no Axis unit is in Berlin, Hitler commits suicide on a die result of 4 to 6.
- If an Allied unit is in Berlin, Hitler immediately commits suicide.
11.3 Minor Axis Nations
Bulgaria, Hungary, and Romania are under the control of the Axis player at the start of the game. Axis RP may not be used to bring units of these nations to full strength or to rebuild them (10.1). During the game, Romania and Bulgaria may be conquered or may change sides.
11.31 Romania
While Axis, Romanian units may not leave Romania, but they may attack hexes outside Romania. If forced to retreat outside Romania, they are removed. Whenever a Romanian unit is removed, or the Allied player first controls Constanta or Ploesti, the Allied player immediately rolls one die. If the result is 1 or less, Romania surrenders. Subtract 1 from the die each time this event occurs (second time -1, third time -2, and so on). Romania also surrenders in the first Allied Command Phase in which Bucharest is under Allied control. If Romania surrenders, all Romanian units are immediately removed from the map.
Editorial note: 11.31 and 11.34 both describe Romania's exit at the first Allied Command Phase in which Bucharest is Allied-controlled (surrender with removal in 11.31, defection with its units used by the Allied player in 11.34). The Japanese text does not reconcile them; both are transcribed as printed.
11.32 Bulgaria
While Axis, Bulgarian units may not leave Bulgaria, but they may attack hexes outside Bulgaria. If forced to retreat outside Bulgaria, they are removed. Bulgaria surrenders immediately if both of the following conditions are met: 1) Romania has surrendered, and 2) a Soviet unit is present in any hex of Bulgaria. If Bulgaria surrenders, its units are immediately removed from the map.
11.33 Hungary
Hungary never surrenders during the game. Hungarian units inside Hungary at the start of the game may not leave Hungary, but they may attack hexes outside it. If forced to retreat outside Hungary, they are removed. Hungarian units outside Hungary at the start of the game may remain outside Hungary, but once they have entered Hungary they must remain inside it.
11.34 Defection
Romania defects to the Allied side in the first Allied Command Phase in which Bucharest is under Allied control. Bulgaria defects in an Allied Command Phase in which Romania has betrayed (defected) and Sofia is under Allied control. If Romania or Bulgaria, or both, defect, their units are used by the Allied player. In the turn Romania defects, one Romanian unit is placed in Bucharest (the remaining Romanian units are placed later, so keep them off the map). In the turn Bulgaria defects, the Bulgarian unit is placed in Sofia. After defecting, Romanian and Bulgarian units may be rebuilt with Soviet RP and may leave their home countries.
11.4 Allied Minor Nations
Yugoslavia and Poland are under the control of the Allied player at the start of the game, and their units fight as Allied units. Allied RP may be used to bring Yugoslav and Polish units to full strength or to rebuild them. To rebuild Yugoslav units or bring them to full strength, armor RP must be used. Polish units use infantry RP.
11.41 Yugoslavia
Yugoslav units are always in supply while inside Yugoslavia. Outside Yugoslavia, Yugoslav units must trace a supply line to Allied-controlled Yugoslav hexes (7.3). Yugoslav reinforcements and rebuilt Yugoslav units are placed in Belgrade if it is Allied-controlled, or otherwise in one of the hexes where the Yugoslav units are set up. Yugoslav units may not leave Yugoslavia unless no Axis units are present in Yugoslavia. If Axis units enter Yugoslavia while Yugoslav units are outside the country, those units need not return to the country, but no further units may leave the country until all Axis units have departed. In retreat (not movement), Yugoslav units ignore Axis ZOC in rough hexes in Yugoslavia.
11.42 Allied Units in Yugoslavia
Soviet units may not enter rough hexes in Yugoslavia. At any one time, no more than 2 Soviet units may be in Yugoslavia. Also, no more than 2 Soviet units may attack into Yugoslavia in each turn. Allied Romanian and Bulgarian units may not enter Yugoslavia.
11.43 Poland
Poland does not exist as a nation as such, but the Allies have two Polish infantry armies. One Polish army is set up at the start of the game along with the other Allied units. The second Polish army appears in Warsaw in the first Allied Command Phase in which Warsaw is under Allied control. Until the Allies control Warsaw, Polish units trace supply lines in the same way as Soviet units (5.1). After the Allies control Warsaw, Polish units must trace a supply line to Warsaw.
11.5 Western Allies
The Western Allies are not represented by units in the game, but they affect the hexes on the map edge. In the April 1945 turn's Allied Combat Phase (not the Exploitation Combat Phase), the Allied player rolls 2 dice for each map-edge hex containing one or more Axis units. Each die result of 6 scores one hit on that Axis unit.
In the February 1945 turn, Dresden (1622) is destroyed by Western Allied air power. Roll one die for each Axis unit in that hex at that point. Each result of 6 causes the unit rolled for to take one step loss (it may not retreat). In all turns after that, Dresden is treated as a small city.
11.6 Marine Divisions
German and Soviet marine divisions exert no ZOC and do not count toward the stacking limit. Each has only one step.
11.7 Polish Home Army
If an Allied unit enters a hex within 2 hexes of Warsaw (1414), Polish patriots rise up for their country's freedom. If an Axis unit is in Warsaw, the Allied player rolls 2 dice, and each die result of 6 is one hit. If no Axis unit is in Warsaw, the Allied player may roll one die against one Axis unit located within 2 hexes of Warsaw.
11.8 Volksgrenadiere and Hitler Youth
Very old and very young people were organized to defend major German cities. When Berlin, Breslau, Danzig, Dresden, Kiel, Konigsberg, Leipzig, or Stettin is first attacked by Allied units, the defender adds 1 to the total number of dice it rolls (no such bonus applies if the city has already been controlled by the Allies).
11.9 Führer Order Offensive
In the February turn, a counter-offensive is announced and several German units are tied down. In the February or March turn, Dietrich and the 1st and 2nd SS Panzer units must carry out one attack in which all three take part. If this attack is not carried out, the Axis player removes Dietrich, and rolls one die for each of the two armor units. If the result is 4 to 6, the unit rolled for takes one step loss.
12.0 Air and Naval Support
12.1 Air Power
Each player may receive air support. In his or her Command Phase, each player rolls one die and consults the Air Power Table to determine the air power points (AP) he or she receives for the current turn. AP may be used only in that player's Combat Phase (not the Exploitation Combat Phase), and only for attacks (not for defense). No more than 1 AP may be used in an individual battle. A player who uses AP in an attack may roll one additional die in that attack. The Axis player receives 1 AP in a 1944 turn if his die roll is 1, and in the 1945 turns he rolls no die for air power at all.
Air Power Table (roll one die):
| Die | German | Soviet 1944 | Soviet 1945 |
|---|---|---|---|
| 1 | 1 | 1 | 1 |
| 2 | - | 1 | 2 |
| 3 | - | 2 | 3 |
| 4 | - | 2 | 3 |
| 5 | - | 3 | 4 |
| 6 | - | 3 | 5 |
12.2 Sea Control
In the Baltic Sea and the Black Sea, German and Soviet fleets may affect land operations.
12.21 Black Sea
- Each Allied Combat Phase, the Allied player may add 1 to the number of dice rolled in one attack on a coastal hex adjacent to the Black Sea.
- One out-of-supply Allied unit in a coastal hex on the Black Sea may be treated as in supply.
12.22 Baltic Sea
Throughout the period covered by Red Vengeance, German and Soviet navies fight for control of the Baltic Sea. The current state of this struggle is shown in four stages, which may change during play. In the Turn Beginning Segment of July 1944 and of each later turn, the Allied player rolls one die. If the result is 5 or more, he moves the Baltic Sea control marker on the Baltic Sea Control Track one box to the right. The effects of each state are as follows.
German Lake
- In each Allied Combat Phase and Allied Exploitation Combat Phase, when the Axis player defends in any one coastal hex on the Baltic Sea, he may add 2 to the total number of dice he rolls.
- In the Axis Combat Phase (not the Exploitation Combat Phase), when the Axis player attacks a coastal hex adjacent to the Baltic Sea, he may add 1 to the total number of dice he rolls.
- All Axis units in all coastal hexes adjacent to the Baltic Sea are treated as in supply.
- In each Axis Movement Phase and Axis Exploitation Movement Phase, one unit may move from an Axis-controlled port (marked with an anchor symbol) to another Axis-controlled port at a cost of 1 MP. That unit may also move normally, paying MP, before or after this sea movement (or both).
- Up to two Axis units in one Axis-controlled port may retreat to another Axis-controlled port.
Soviet Subs: Soviet submarines conduct large-scale operations. The effects are the same as those of "German Lake," except as follows.
- The Allied player rolls one die for each Axis unit that moves (or retreats) by sea. If the result is 5 or 6, that unit takes one step loss.
- When attacking coastal hexes, the Axis player no longer adds dice to his rolls.
Light Surface: Soviet destroyers and torpedo boats join the fighting. The effects are the same as those of "Soviet Subs," except as follows.
- The Allied player rolls one die for each Axis unit that moves (or retreats) by sea. If the result is 4 to 6, that unit takes one step loss.
- Only one Axis unit may be supplied from the sea.
- When defending in a coastal hex during the Allied Exploitation Combat Phase, the Axis player no longer adds dice to his rolls.
Heavy Surface: Soviet battleships and cruisers join the fighting.
- Axis units may not move by sea or be supplied from the sea.
- In the Allied Combat Phase, when the Axis player defends one coastal hex, he may add one additional die to the dice he rolls.
- In the Allied Command Phase after the marker has moved into the Heavy Surface box, a Soviet marine division arrives as a reinforcement at a Soviet-controlled port.
13.0 Weather
The players determine the weather in the Turn Beginning Segment. Weather may affect movement and combat. Unless the random weather option (14.7) is used, historical weather is used (see below). The types of weather and their effects are as follows.
- Clear: Units move normally and fight at face value (except when out of supply).
- Light Mud: No units may move in the Allied Exploitation Movement Phase or attack in the Allied Exploitation Combat Phase. Axis armor units moving from enemy ZOC to enemy ZOC may not enter a hex that contains no Axis unit.
- Mud: The movement factor of every unit (other than commanders) is halved (fractions rounded up for each unit). No unit may move in the Exploitation Movement Phase or attack in the Exploitation Combat Phase. Axis armor units moving from enemy ZOC to enemy ZOC may not enter a hex that contains no Axis unit.
- Snow: All units defend at face value. The attack strength of strike armies and mountain units, and all commander, air, and naval modifiers, are unaffected. The attack strength of all other units is halved (fractions rounded up for each unit). The Exploitation Movement of every unit that has Exploitation Movement capability is reduced by 1 MP. Swamp hexes are treated as clear.
Historical weather is as follows.
| Turn | Weather |
|---|---|
| June to September | Clear |
| October | Light Mud |
| November | Mud |
| December to February | Snow |
| March | Mud |
| April | Light Mud |
14.0 Optional Rules
The following optional rules allow the player with the advantage to handicap himself, or to introduce randomness into the game. Players should decide which optional rules to use before the game begins. The designer recommends introducing 14.3 and 14.4, neither of which handicaps either side, for a wilder game.
Optional rules favouring the Allies
14.1 Magyar Honour: The German attempt to kidnap the Hungarian regent, Nicholas Horthy, fails. If both of the following conditions are met, Hungary surrenders immediately: 1) Romania has surrendered (11.31), and 2) a Soviet unit is present in any hex of Hungary. If Hungary surrenders, all Hungarian units are immediately removed from the map. In addition, Hungary defects under the same conditions as Bulgaria, but only one Hungarian unit re-enters the game.
14.2 Arctic Peace: Historically, Stalin's invasion of Norway was for political reasons, and the Red Army seldom liberated Norway. Militarily this was unnecessary: the Germans were already crushed and were retreating rapidly from Finland. Assuming Stalin had instead committed those resources to the main front, the Allied player adds 3 Allied infantry RP on one turn of his choice.
14.3 Additional Trucks: The number of motorized Soviet units that took part in this campaign was too small to be represented by counters in the game. The Allied player receives 5 armor RP at the start of the game. These RP may be used to flip reduced Allied armor units to full strength, up to a limit of 1 point per turn. They may not be used to rebuild removed units or to bring infantry units to full strength. Normal RP are received by the normal rules.
Optional rules favouring the Axis
14.4 Greek Garrison: The German army kept a large force as a garrison in Greece, which could have been reinforcements for the Eastern Front. In the turn in which Bulgaria surrenders, the Axis player receives an additional 4 infantry RP.
14.5 Last Line: The Axis player may stack three German corps in the Berlin hex, but only if the stack includes SS units.
14.6 "Bulge" on the Eastern Front: Forces gathered for the offensive in the West are instead committed to the Eastern Front to halt the Soviet advance. In November 1944, SS armor units are not withdrawn (10.5). In November 1944, the Axis player receives Dietrich and the 1st SS Panzer Corps, plus 2 infantry and 1 armor units from among the removed units. All five units are placed not in German cities but in any hex or hexes containing Axis units, and may be placed over the stacking limit. All five units must make at least one attack in the Axis Combat Phase of November or December, and must take part in at least one attack in an Axis Exploitation Combat Phase. When this optional rule is used, the Führer Order Offensive (11.9) need not be carried out.
14.7 Random Determination of Weather: Instead of using historical weather (13.0), the players may determine the weather at the start of each turn by rolling one die, as follows.
| Turn | Die result and weather |
|---|---|
| June to August | Always Clear |
| September | 1 to 5: Clear; 6: Light Mud |
| October | 1 to 2: Clear; 3 to 4: Light Mud; 5 to 6: Mud |
| November | 1: Clear; 2: Light Mud; 3 to 5: Mud; 6: Snow |
| December to February | Always Snow |
| March | 1 to 2: Clear; 3 to 4: Light Mud; 5 to 6: Mud |
| April | 1 to 3: Clear; 4 to 6: Light Mud |
14.8 Combined Arms: In an attack or defense, the player rolls one additional die for each stack containing both infantry and armor units. If the same hex is attacked from more than one hex, each attacking hex may receive this bonus of one additional die.
15.0 Victory
The winner is determined at the end of the April 1945 turn. Players score victory points (VP) based on control of objectives on the map, the relative level of losses, and the health of Adolf Hitler. The player who scores more VP wins.
15.1 Map Objectives
The objectives for which each player may score VP are four: Berlin (1322), Vienna (2219), Prague (printed as "Plague," 1922), and all of the hexes of Yugoslavia (if the enemy controls even one hex of Yugoslavia, neither player may score VP for Yugoslavia). In addition, a player who controls both Belgrade (2818) and Zagreb (2624) scores 1 VP.
15.2 Losses
At the end of the game, each player's combat points (CP) for the damage inflicted on the enemy are calculated as follows.
- Axis: 2 CP for each Allied unit removed, and 1 CP for each reduced-strength Allied unit on the map. The CP for a removed Allied commander equals the total of its attack and defense modifiers.
- Allied: 1 CP for each German unit removed (other than Romanian, Bulgarian, or Hungarian units), and 1/2 CP for each reduced-strength German unit on the map. The CP for a removed German commander equals the total of its attack and defense modifiers.
The player with more CP scores 1 VP.
15.3 Hitler's Health
If Hitler is alive at the end of the game, the Axis player scores 1 VP. If Hitler committed suicide, the Allied player scores 1 VP.
15.4 Historical Outcome
Historically, the Soviets scored 1 VP for losses, 1 VP for Hitler's suicide, and 2 VP for control of Yugoslavia and Vienna. The Germans scored 2 VP for the occupation of Berlin and Prague. The Soviets therefore won, 4 to 2.
Translator's Notes
The translator states that where the source text alone seemed hard to play, the translator added supplementary text at their own discretion, which the original sets in italics; this extraction does not preserve that formatting, so added passages are not individually marked here. Where text was deleted or replaced, the original marks it with a note number, such as "(Note 1)" in the Japanese text. The translator's notes are reproduced below, translated.
- The source states that the commander counter bears the commander's name and the combat modifiers applied to the units stacked with it. The actual counters bear only the name, so the description of combat modifiers was deleted from 2.0. (The modifiers themselves are given in 11.21.)
- The "Baltic Sea Control Marker" in the source appears to be the same as the Naval Marker, so the term Naval Marker is used throughout.
- The terrain effects for rough (Rough) terrain differ between the rulebook and the Terrain Effects Table. Following ConsimWord Forum, "Defiant Russia/Red Vengeance (Avalanche Press)" No. 613, this translation treats the Terrain Effects Table as correct and rewrites the rulebook text to match.
- The source's statement that commanders have a movement factor of 6 was deleted, as it conflicts with the movement factors given in the rules for individual commanders. (As printed, the statement still appears in 6.1 and is transcribed there as printed.)
- The coordinates given in the source are not consistent. Budapest is 2215 in 3.2 and 2515 in 5.4; Berlin is 1322 in 15.1 and 1422 in 10.4 and 10.11. All are transcribed as printed.
- The source prints "Plague" for Prague in 15.1; it is transcribed as printed with the correct name in parentheses.
- The text of 9.1 says an armor unit attacking from a swamp hex has its combat factor halved, while the Terrain Effects Table gives "armor combat factor -1" for swamp. The two are not reconciled in the source. The 9.1 text is transcribed as printed and the table is transcribed as printed; the difference is not resolved here.