Rossyïa 1917
Rossyïa 1917 Rulebook
Table of Contents
Table of Contents
I. INTRODUCTION
A. Presentation
- Rossyïa simulates the Russian Civil War between the Bolsheviks and the Whites (including all counterrevolutionary factions) from the end of 1918 to 1921.
B. The Sequence of Play
- Units begin with their black-printed side face up, in order to easily see the units activated during the turn (and are then flipped to their yellow-printed side after playing them).
- In the following turn they start with the yellow-print side face-up (and are turned to their black-printed side after playing them), and so forth, alternating turn by turn, etc…
The Mutual Phase
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Weather
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Initiative
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Railroad capacity (RAIL)
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Replacements (PR)
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Reinforcements
The Political Phase
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New Political Options
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Political Option Drawing
The Military Phase
Each player in turn activates a HQ. The activated HQ executes these segments in sequence.
a. Supply / Receive Armt / Expend Armt
b. Replacements
c. Movement
d. Combat
e. Reserve Segment
f. Adjustment - Railheads – Bridges
. The independent units (without HQ) are moved last.
C. Different Factions in the Game
- There are two sides: Bolsheviks against Whites.
- The Bolsheviks are united and very centralized. There is only one faction for the Bolshevik side.
- The Whites are divided into several different factions, all of which fall under the name of "White".
- The White factions are:
- 4 Russian factions: Siberian, South, Miller, Youdenitch.
- 2 nationalist factions: Ukrainian, Green.
- 6 foreign factions: Czech, western Allies, Romania, Finland, Poland and Turkey.
- there is also the Makhno faction (anarchist), which is Ukrainian and pro-Bolshevik, and has somewhat unpredictable behavior.
D. The scale of Game
- 1 hex represents about 40 km.
- 1 step of infantry represents 2000 men, and a step of cavalry 1000 men.
- Unit sizes: II battalion - III regiment - X brigade - XX division.
II. THE MUTUAL PHASE
A. Weather
- The two game maps game are divided into two weather zones, a NORTH zone and a SOUTH zone, indicated by a line of small “yellow snowflakes”.
- At the beginning of every turn, the Bolsheviks roll a die and consult the Weather Table to determine the weather.
- Cross-referencing the die roll with the month on the Weather Table shows the weather results for the SOUTH zone, while the results for the NORTH zone are found by adding +1 to the same die roll.
- The effects the weather are explained throughout the rules, and appear indirectly in the different Tables (Combat, Supply, etc…).
Example: in November 19, the Bolsheviks roll a 4 on the die. The weather in the SOUTH is "Mud". The result for the NORTH is 5 (4+1), yielding "Snow".
B. Initiative
- For the first 3 turns of the game, the Whites have the initiative automatically: November 18, December 18 and January 19.
- After that the initiative alternates between the two sides each turn: March 19 (Bolsheviks), April 19 (Whites), etc…
- Playing the Political Option "Initiative" allows a side to take the initiative unexpectedly. In the following turn the initiative alternates again, etc…
Initiative
- The side having the initiative gains two advantages.
- They can play first and can activate the first HQ at the beginning of the turn (they can even attempt a coordination with a second HQ).
- At the end the turn they can play last and can oblige the opposing side to play its last HQ before their last one.
C. Railroad Capacity
- Every player counts the railroad capacity of his faction, expressed in terms of Rail points. Each one notes the total Rail points available for the turn.
- The Bolsheviks have a single Rail point total.
- The Whites total their Rail points by White faction.
- This Rail capacity indicates the number of units that may move by train during the turn, at a ratio of 1 Rail point for 1 unit step moved (see xx).
- Some cities produce Rail points. These cities have two numbers: the Rail value is the first number (on the left).
- Rail points from isolated cities are totaled separately.
- The Czechs never receive any Rail points; they use the Rail points of the Siberian faction.
Example: if Koltchak captures Nijni-Novgorod, he increases his Rail point capacity; conversely he causes the Bolsheviks to lose Rail points. If the Bolsheviks capture Warsaw, they cause the Poles to lose Rail points, but they don’t gain any themselves.
D. Replacement Points (PR)
- Every player notes the "PR" points that he receives for the turn and adds them to his replacement pool.
- The Bolsheviks have a single PR total.
- The Whites total their PRs by White faction.
- Some cities generate PRs. It’s the second number (on the right).
- PRs from isolated cities are totaled separately.
- The Czechs never receive PRs.
- The different White factions can’t share their PRs with each other.
- PRs may be used during the Military phase, by every activated HQ and also by independent units.
- PRs have two uses:
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to replace losses, at a ratio of one PR point for one step replaced.
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or to rebuild previously destroyed units.
- at the end of the turn each faction can save 5 PRs (any surplus above 5 is wasted and lost).
- PRs of an isolated city are totaled separately. They may only be used by that city. The isolated city isn’t able to use other PRs.
E. Reinforcements
- Players receive new units at the beginning of every turn, and they must be placed as specified (in general in cities).
- The Whites receive specific units as reinforcements. They only receive reinforcements on certain turns.
- The Bolsheviks receive randomly drawn reinforcements. At the beginning of the game they should create two reinforcement pools (one for infantry, the other for cavalry) and place the Bolshevik units in the appropriate pools . Exception: the Mongolian 1-1-6 regiment and the motorized units are not put in any pool.
- When the Bolsheviks receive reinforcements they draw their new units at random from the pools.
- If placing reinforcements would cause the stacking limit to be exceeded, they may be placed in an adjacent hex so long as that hex is accessible by ground movement and is not in an enemy ZOC.
The enemy ZOC is negated if that hex is already occupied by a friendly unit.
- If it’s not otherwise possible to place the reinforcements, a player is allowed to place them in the indicated hex in excess of the stacking limit. In this case the excess units are not counted for purposes of combat, but they do suffer any combat result (e.g. retreat, etc…).
- If a reinforcement hex is lost to the enemy, half (rounded down) of the reinforcements arriving in that hex are delayed for one turn and can then be placed in the nearest friendly city. All HQ units are treated in this way. The other half of the reinforcements (rounded up) is eliminated.
III. THE POLITICAL PHASE
Political phase
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New Political Options
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Drawing Political Options
A. The Political Level (NP)
- The Political Level, named "NP", is a measurement ranging from 0 to100, indicating the degree of victory between the two sides.
- The Political Level varies in the course of the game according to the played political Options, and also according to the military situation. Every major or minor city captured or recaptured influences the Political Level.
- The Political Point Table shows the number of Political Points gained or lost in the Political Level for each action.
- As the Political Level moves toward 0, victory favors the Bolshevik side; at level 0 the Reds gain a total victory (and the game ends).
- As the Political Level moves toward 100, victory favors the White side; at level 100 the Whites gain a total victory (and the game ends).
- Note that from April 19 on the Revolution begins to take root and the Political Level decreases by one each turn.
B. The Political Options
- Each side has a set of Political Options that belong to that side (Bolshevik or White). These are the events that will influence the game
- The complete description of the Political Options are in the Game Aide section of each side.
- At the beginning of the game, each side makes a pool of its own Political Option counters. Each side only uses Political Options from its own pool.
- Other Options will be added to the pools (as indicated in the scenario), according to the historic chronology.
- The Options “Rivalité Versailles”, “Offensive Finlande” and “Pologne” become "Occident Soutien" on the second occurrence of that Option.
- The option "Evénement" is immediately put back in the pool each time it’s drawn.
- In January of each year, some Options are put back in their pool:
- “Initiative”, “Occident Soutien”;
- “Rivalité Versailles”, “Offensive Finlande”, and “Pologne” (becomes "Occident Soutien" on next occurrence).
- each side must return half (rounded up) of their saved or played “Propagande” and “Partisans” options. Therefore note: players must return and lose these unplayed Options! They are advised to play them in December at the latest.
C. Drawing Political Options
- Every turn each side draws one or two (or sometimes zero) Political Options according to the Political Level level (see the Political Table).
- The Option "Stable" is revealed immediately. It has no effect.
Bonus for the Whites:
- When Wrangel comes into play (June 20) or if Poland declares war, the Whites draw one additional Political Option per turn (not cumulative, a maximum of one additional Option per turn).
- This bonus is lost as soon as Poland makes peace or if Wrangel is eliminated or withdraws to the Europe off-map box.
D. Playing Political Options
- A Political Option with a "@" mark must be played immediately.
- The other Options can be saved secretly and can be played at an appropriate moment.
- Playing a Political Option often results in a gain or a loss on the Political Level (see the Political Points Table).
- If Denikine or Koltchak dies as a result of an “Evénement”, their HQ remains in the game as if nothing happened. The event only affects the Political Level.
- The side which has the initiative chooses to play their Political Options first.
IV. THE MILITARY PHASE
Military Phase
- Every player activates a HQ in turns, while playing the sequences in this order:
a. Supply / Gain Armt / Replacements
b. Expend Armt Points
c. Movement
d. Combat
e. Reserve segment
f. Railheads and Bridges
. Independent units (without HQ) are moved last.
V. ACTIVATION AND SUPPLY
A. Military Interactive Sequence
- The side with the initiative chooses which player activates the first HQ (and its Army units).
- After playing, the opposing side activates a HQ, and so forth, alternating… until there are no more HQ to activate.
- In the first three turns (Nov 18, Dec 18, Jan 19), the Whites may activate their first three HQ in succession (without coordination with other HQs). It’s an exception to the normal activation sequence.
- A side can refuse to activate a HQ if it possesses fewer unactivated HQ than the opposing side, unless this is the first activation of the turn (when the initiative side’s choice takes precedence).
- The side having the initiative may also choose which player activates the last HQ (with its Army units).
Example: in November 18, the Whites activate three HQ consecutively. They choose to activate Koltchak with Sakharov (coordination test), and third Denikine. The Bolsheviks must wait to activate a HQ.
B. Coordination of Two HQ
- A side can attempt to activate two HQ together. The side first names the activated HQ, then the second HQ, then makes a die roll and check the Coordination Table. If the result is less than or equal to the indicated number, the double activation succeeds.
- The two chosen HQ can be far or near, distance doesn't matter. This coordination just permits both of them to move at the same time.
- A side may make up to two coordination attempts per turn. (successful or not).
- If coordination is successful, the two HQ are played together. They can make joint attacks.
- The Bolsheviks, centralized, coordinate easily on 1-4.
- The Whites have difficulty coordinating their different faction HQs (on average a 1-2). White HQs in the same faction coordinate themselves on 1-4.
- Exceptions: some HQ can never coordinate with other HQ. These are Makhno, Rumanian, Finnish and Turkish.
Example: the Whites activate Koltchak and attempt to coordinate him with Sakharov (both Siberians). They would succeed on 1-4, but roll a 5 and fail – so they may only activate Koltchak. Later, they attempt to activate Denikine with Sakharov (from different factions). The coordination succeeds on 1-2. They roll a 1 and are successful! Although very distant, the Whites simultaneously activate these two HQ.
C. The Headquarters (HQ)
- The values displayed on a HQ are: Capacity / Bonus / Range (command capacity, combat bonus, range of command).
- The range is also the movement value of the HQ.
- A HQ can only command units of the same faction.
- When a HQ is activated, it commands and activates its units in its own turn. A HQ can command a limited number combat units, not more than its command capacity (the number on the left).
- A HQ doesn't count in stacking.
- A HQ doesn't have a combat value. It’s eliminated if all units stacked with it are destroyed in combat, or if it’s alone when attacked (no combat roll is needed).
- All units that have not been activated by a HQ will be activated at the end of the Military Phase. Their supply status will be judged at that moment (without considering the presence of friendly HQs, even if nearby).
Indicating an activated HQ:
- When a HQ is activated its counter is flipped over. In the first turn the activated HQ’s yellow-print side is flipped up, in the second turn its black-print side is flipped-up, etc...
- Option: the activated units are also flipped to their yellow/black-print side if the players want to quickly identify those that have been activated.
D. HQ Supply
- Each HQ’s supply is checked when it’s activated..
- If the HQ is able to trace a "line of communication", it receives supplies. To do so it must be within its command range of a supply source (counted in hexes). Don’t count the starting hex (the HQ) but count the ending hex (the supply source).
- If the line of communications is traced across a major river (not a minor river) it counts as one additional hex unless it crosses the major river at a friendly bridge.
- Supply Sources:
- a rail hex connected by controlled rail lines free of all enemy Zones of Control to two friendly major/minor cities or a friendly map edge (a friendly unit negates the effects of the enemy ZOC in the hex it occupies).
- a hex of a major river connected to two cities on that river, or to a single city which is itself connected by rail to a source of supply (or is a source itself).
- specific supply sources also exist (e.g. a port for the Allies or the Southern Whites, the off-map Omsk box for the Siberians, etc…).
Example: Stalin is two hexes from Tsaritzin (the future "Stalingrad"), which is connected by the Volga to Saratov. Therefore Stalin is in supply.
Example: Tsaritzin has just fallen. Stalin is seven hexes from the railroad track (he is too far away from it because his command range is 6 hexes). He is three hexes from the Volga, that connects to Saratov, which is itself connected to the Red rail network. The link along the major river, then by rail, is free and allows resupply. Stalin is in supply.
E. Unit Supply
- A unit is in supply if it’s activated by a HQ which is itself in supply.
- The unit must be within the command radius of the activated HQ (the right-hand number).
- Note that a HQ can’t activate and supply more units than its Capacity rating.
- The HQ Command Range is expressed as a number of hexes. When determining the command range, don’t count the starting hex (the HQ), but count the ending hex (the unit). The command range is blocked by enemy units or enemy ZOCs. Friendly units occupying a hex in an enemy ZOC negates the ZOC for purposes of determining the command range.
- If the command range is traced across a major river it costs an additional hex, unless it crosses over a friendly bridge.
Example: Stalin has a Capacity of 14. He activates 7 units without problem. They must be within 6 hexes of him (or within 5 hexes if beyond the Volga or the Don).
F. Gaining Armt points by the HQ
- If the activated HQ is in supply, he receives Armament Points (Armt) that allow him to act more or less efficiently.
- A HQ gets Armt points using the Armt Table (with a die roll). The column to use on the table is determined by the weather and the distance from the HQ to the rail hex providing supplies.
- A HQ can also use another source of supply (e.g. a port for the Southern Whites or Youdenitch).
- A major river hex which is a supply source can also be used, but the HQ must be adjacent to the major river, and then uses the “1 hex” column on the table. A major river is less convenient than other sources.
- The ideal location is to be on the railroad. At a distance of 2 hexes getting Armt points becomes a problem (it’s the worst column).
- The HQ adds its Combat bonus (the number in the middle) to the Armt point die roll.
- The result indicates whether the HQ receives 0, 1, 2 or 3 Armt points (on average it’s 1, or even 2 points).
- Put an Armt marker under the HQ equal to the amount of Armt points received. Armt markers may be used as needed to “make change”.
- Note that a HQ may store up to five Armt points (before expending them).
- An isolated or unsupplied HQ can never receive Armt points (but it can spend them).
- At any time opponents can ask to check the number of Armt points a HQ has. This information is not secret.
- Armt points remain with their HQ and can’t be given away or abandoned (exceptions: Allies or Czechs may, see xx).
Example: the White HQ Hetman is activated. He is 6 hexes from a port, a supply source for the Southern faction, and is therefore in supply. He rolls a die for his Armt points. The weather is Snow and the HQ is 2+ hexes distant from the port. He rolls a 6 +2 (for the Hetman bonus), and the result of 8 yields 2 Armt points. As he already has 4 Armt points, he can only receive 1 more. A HQ is limited to 5 Armt points.
G. Out of supply HQ
- If an activated HQ is not supplied, put a “HORS RAVITAILLEMENT” marker on top of it.
- The units activated by the HQ are also out of supply.
- The HQ can’t receive any Armt points.
- The HQ can spend the Armt points that it has stockpiled nevertheless.
- Units activated by an unsupplied HQ suffer attrition. The owning player chooses one stack of activated units: all units in this stack undergo an attrition check.
- The HQ never makes an attrition check.
- Eliminated Units: all units eliminated by attrition are permanently removed from the game.
H. Isolated HQ
- A HQ is isolated if it can’t trace a Line of Communications ten or less hexes in length or if it’s surrounded. Its situation is much worse. Put an “ISOLE” marker on the HQ.
- The isolated HQ undergoes the following effects, depending on whether it has stockpiled Armt points or not:
- HQ with Armt points: it loses all its Armt points and chooses two stacks (of units it activates) for an attrition check. It can move the activated units. It can attack with one stack of units, but the attack suffers a ‑1 die roll modifier.
- HQ without Armt points: all stacks suffer an attrition check (every unit makes an attrition check). The surviving units may move afterwards, but can’t attack.
Example: Dzerjinski is nearly surrounded by the cavalry of Doutov’s army, close to the Volga. No line of communication (of 10 hexes) can be traced westward, and the Bolsheviks don’t relieve the situation from outside. They will be obliged, sooner or later, to activate Dzerjinski… What happens... Being isolated and without Armt points, all Dzerjinski’s units make an attrition check (in winter and isolated…). It’s a complete disaster for the core of his army: only two depleted units survive… The Red 1st Siberian Army is doomed…
I. Spending Armt Points
- After receiving Armt points the HQ can spend between 0 and 3 of them (by choice, according to what he possesses). The more points the HQ spends, the more its army will be able to do.
- 0 Armt:
- the HQ can’t use replacements (PR) (it can’t replace losses in depleted units in its Army).
- no rail movement, no air missions.
- Limited combat: can attack with only one stack, with a –1 die roll modifier penalty.
- 1 Armt:
- the HQ can use replacements (it can replace losses in its depleted units, outside of enemy ZOC).
- Rail movement and air missions are allowed.
- Limited combat: can launch 2 attacks.
- 2 Armt:
- the HQ can use replacements (it can replace losses in its depleted units, outside of enemy ZOC).
- Rail movement and air missions are allowed.
- Unlimited combat: every attack has a +1 die roll modifier.
- 3 Armt:
- the HQ can use replacements (it can replace losses in its depleted units, outside of enemy ZOC).
- Rail movement and air missions are allowed., and
March Movement is possible
- Unlimited combat: every attack has a +2 die roll modifier, and Reserves may be used.
Example: By extreme effort Tchoukatchevski succeeds in retreating to Kazan with the remainder of his army, pursued by Koltchak’s Siberian army and the Czechs. In the following turn he activates ahead of them, and spends 3 Armt points at once. Kazan being out of enemy ZOCs (its a major city), he is able to use PRs to add replacements to 2 units there. He then takes command of the other Red units and retreats quickly westward, using March Movement and Rail. He leaves a garrison in Kazan and behind the Volga in order to delay the enemy advance.
J. Replacements
- If the activated HQ spends at least 1 Armt point, it can add replacements to depleted units (those having a loss marker) that it commands. It spends the necessary PRs to do that: 1 step costs 1 PR; or 2 steps costs 2 PRs. The faction’s stockpile of PRs is reduced by that amount.
- Condition: the unit receiving replacements can’t be in an enemy ZOC and can’t be isolated..
- The reconstituted unit can move and fight normally after receiving replacements.
- Reminder: ZOC don’t extend into major cities, into mountains, or across major rivers.
Example: in November 18, Denikine attacked Rostov and inflicted a 2-step loss on a Red unit. At the end of the Military Phase the Bolsheviks activate their independent units. Rostov being a major city (and moreover behind the Don) is not in an enemy ZOC. The Bolsheviks spend 2 PRs and restore the depleted unit in Rostov.
K. Rebuilding an Eliminated Unit
- A unit that has been eliminated can be rebuilt, if at the time of its elimination it was not isolated (or was not eliminated as a result of attrition).
- The rebuilt unit must be placed in a city which produces PR or Rail points, within the command radius of a HQ. If these conditions aren’t met the unit can’t be rebuilt.
- The rebuilt unit can move and fight normally.
- to rebuild an infantry or cavalry unit, it’s necessary to spend:
- Whites: PRs equal to the unit’s step value + 1 (using PRs of its own faction);
- Bolsheviks: 6 PR (fixed cost).
- The Bolsheviks can only rebuild units having a shock value.
- The stockpile of PRs for the faction is immediately adjusted.
Other units
- An artillery or a armored unit costs 3 PR.
- An air or a motorized unit costs 6 PR.
- An eliminated HQ can be recreated at the cost of 3 PR. It’s placed in any friendly major city (city in red) which is controlled and in supply.
Example: the Siberians begin the turn with 5 PRs, and receive 6 more of them (giving them 11 PRs therefore). Koltchak is activated and chooses to recreate an infantry 5.2.6, at the cost of 3 PRs (2 steps +1). They place the unit in Perm (a city producing PRs), and can activate it immediately. They now have 8 remaining PRs in their PR stockpile. At the end the turn no other Siberian PR has been spent. The stockpile of the Siberians is adjusted and reduced to 5 PR.
Example: the Bolsheviks activate Worochilov and rebuild a cavalry 74.3.9 (unit with shock). They spend 6 PR (flat rate) and places the unit Orel, a city with a rail line in the command radius of the HQ.
VI. STACKING, ZOC AND MOVEMENT
A. Stacking
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Stacking is expressed in terms of “steps" (the middle number on the unit). Always use the face value of the unit, without taking losses into account.
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Normal stacking is 6 steps per hex.
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Three exceptions exist:
- Rail: a rail hex gives a bonus of +2 steps (resulting in 8 steps).
- Mountain: a mountain hex is limited to 4 steps.
- Off-map box: stacking is unlimited.
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HQ or air units (and markers) don't count towards the stacking limit. Only count combat units.
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Only one armored train is allowed in a rail hex. It’s worth 1 step for stacking.
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Units of different factions can never be stacked together, with the exception of the off-map boxes (e.g. Miller and Allies in Mourmansk).
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If a stack is forced involuntarily to exceed the stacking limit in a hex (retreat, reinforcements), the excess units are ignored for purposes of combat strength determination, but they will still suffer the results of the combat. This overstacking situation should be corrected in the next activation of the stack or the excess units must be eliminated.
B. Zones of Control (ZOC)
- Every combat unit exerts a "ZOC" on the six hexes that surrounds it, whether it’s supplied or not..
- HQ, armored trains, and air units don’t have ZOCs.
- A friendly unit must spend additional movement points (MP) in order to exit a hex in an enemy ZOC. This must be done even if that hex is occupied by a friendly unit.
- On the other hand, it costs no movement points to enter an enemy ZOC.
Exit Cost
- The exit cost depends on the friendly unit (2 cases):
- unit with a shock value: +2 MP.
- unit without a shock value: +3 MP.
- HQ are treated as if they have a shock value for this rule.
- Armored trains and air units are not affected by ZOCs.
Exceptions (3 cases):
- Major cities: ZOCs don’t extend into major cities.
- Mountain: ZOCs don’t extend into mountain hexes unless the unit exerting the ZOC is a “mountain” unit (some infantry and artillery units).
- Major river: ZOCs don’t extend across major rivers (but do across minor rivers) except where the enemy controls a bridge on the major river (in this case a ZOC would extend across the bridge hexeside only).
- An unit can thus move freely along a major river even though the other bank is occupied by the enemy.
C. Crossing a Major River Obstacle
- A major river becomes an impassable obstacle to simple movement if the opposite bank is controlled by enemy units or their ZOCs.
- A friendly unit can’t cross a major river if the two hexes involved in the crossing (the departure hex and the arrival hex) are in an enemy ZOC. In this one case an enemy unit exerts a “theoretical ZOC” across the major river to the opposite side, even if that side is occupied by a friendly unit. It’s an exception.
- The only means to cross then is to attack across the major river.
Example: in November 18, the Red HQ Ordjozenike places two cavalry units two hexes to the right of Rostov to defend the threatened Don (a Southern offensive is imminent). In December 18 the Southerners can’t cross the Don at the empty hex between Rostov and the Red cavalry, because that would require moving from an enemy ZOC on one side of the major river to an enemy ZOC on the other side. To cross the Don, the Southerners must move further north-east, or frontally attack Rostov or the Red stack across the major river.
D. Normal Movement
- Every unit has a number of movement points (MP) shown on the counter (the right-hand number).
- The number indicates the maximum of MPs that it can use in its movement phase. When that number is exhausted, it must stop.
- A unit moves hex by hex while spending a certain number of MP in each. Every hex has an entry cost in MP. See the Movement / Terrain chart.
- The MP cost varies according to the nature of the unit (infantry, cavalry...) and the terrain (major/minor city, clear, mountain, forest, marsh, and desert).
- Clear terrain hexes have a white/yellow color, with a reddish or grey background (the background isn’t important).
- A hex that contains a partial mountain symbol is considered to be a mountain hex, except for a hex in the vicinity of Kourgan and Iékatérinbourg where a pass exists (along the rail).
- A unit can always move a single hex in a turn, regardless of the number of movement points it has, except across a major river held by the enemy. (See xx).
- A unit can never enter an enemy-occupied hex (except for air units), or a forbidden hex (neutral country, lake, sea).
- The command radius of a HQ is also its movement points.
- A armored train only moves along rail hexes.
E. March Movement
- If a supplied HQ spends 3 Armt points its Army can make a March Movement.
- In this case, the HQ must move after all its activated units have moved.
- Units using March Movement have their movement points doubled..
- On the other hand, the units that move in this fashion can’t attack.
- Constraints (4):
- a unit may not start the move in an enemy ZOC;
- a unit may never enter an enemy ZOC (even if a friendly unit is present in the hex);
- a unit must end its movement within the command radius of a supplied HQ of the same faction;
- once the moving unit is in the command radius of the second HQ it may never move in such a way as to move farther from that HQ; it may move closer, but it may never move farther from that HQ than its closest approach.
- Remember: ZOC’s don’t extend into major cities, mountains, or across major rivers. The activated HQ must move last, after all its units.
Example: in May 19, Ordjozenike has his Army behind the Don, not far from Tsaritzin, after the fall of Rostov. He spends 3 Armt points and moves all his cavalry (6 units) simultaneously toward the Volga and further East in a double movement. Their movement points are raised from 8 to16! They enter the command radius of Boudieny, another Red HQ close to Saratov. They reach and cross the Volga but they can’t advance farther (because they would move away from Boudieny).
F. Rail Movement
- Every turn each faction gets Rail points which determine their railroad capacity.
- 1 Rail point transports 1 step of infantry;
- 2 Rail points transport 1 step of cavalry, artillery, armor, or motorized;
- 3 Rail points transports a HQ unit.
- The unit to be moved by rail must begin its movement on a controlled rail hex, and must end its movement in its destination rail hex without ever passing through or stopping in an enemy ZOC.
- The presence of a friendly unit negates enemy ZOCs for purposes of rail movement.
- Reminder: ZOCs don’t extend into major cities, mountains, or across major rivers.
- Units moving by rail may move an unlimited number of hexes over its rail network.
- A unit that moved by rail can’t also use normal movement that turn. Its movement is finished.
Railroad Network:
- Each side’s railroad networks are identified by Railhead markers belonging to that side. Rail lines belong to a particular side until they meet a Railhead. Beyond that the rail line belongs to the other side.
- Railheads are adjusted during each army’s activation if a portion of railway has been conquered and if it’s connected to the railroad network.
Example: in September 19, Koltchak decides to evacuate Kazan and the surrounding area. His faction’s Rail capacity is 16 points. Kazan being a major city is free from enemy ZOCs. Three units and the HQ in Kazan take the train. The cost in Rail points is:
2 cavalry units having 2 steps each = 8 Rail points
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1 infantry unit with 2 steps = 2 Rail points
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the HQ = 3 Rail points
total to move stack from Kazan: 13 rail points.
The stack moves by rail to the Volga and further east. His faction has 3 Rail points remaining this turn.
G. River Transport
- Every major river has the capacity to transport a single unit (combat or HQ).
- To use this it’s necessary to control one city (major or minor) on the major river.
- The embarking unit must be adjacent to the major river, and may even be in an enemy ZOC..
- The landing can be made in any hex adjacent to the major river which is not occupied by an enemy unit; a unit may disembark in an enemy ZOC.
- River transport is blocked by the presence of an enemy combat unit adjacent to the major river.
- The Volga: the Bolsheviks have a double river transport capacity. They have a transport capacity of 1 on the Volga north of Samara (toward Nijni-Novgorod, Kazan), and also a separate capacity of 1 to the south of Samara (toward Astrakhan, Tsaritzin). So if Samara is controlled by the Bolsheviks their river transport capacity becomes 2 everywhere on the Volga.
Snow
- No river transport is possible in the North Weather Zone when the weather is Snow.
- Snow doesn't effect supply by major river.
- In the South Weather Zone river transport is possible in all weather.
The Major Rivers
- Dnieper: in the Ukraine, the river flows by Kiev and Odessa.
- Don: the river runs by Rostov and goes back up toward Voronej.
- Volga: the river passes by Astrakhan and then up toward Tsaritzin, Samara, Kazan, toward Nijni-Novgorod; and the river Kama goes toward Perm.
- Vytchegda: (Great North) the river runs by Kotlas and Viatka.
- Ural: the river goes by Gouriev and go back up toward Orenbourg.
- Irtych: the river flows by Kourgan.
H. Naval Movement
- Thanks to the Allies, the Whites have a capacity for naval movement, expressed in points, in every sea zone:
- Baltic (and the Barents Sea): 10 points from the beginning of the game.
- Black Sea (and the Sea of Azov): 16 points starting January 19.
- Caspian Sea: 3 points as soon as the political option for Allied intervention in the Caspian Sea is played.
- The Bolsheviks have a naval transport capacity solely in Black Sea in November 18 (see their Game Aid).
Naval Transport:
- It costs 1 naval point to transport 1 unit step if the unit embarks in a port and disembarks in a port. A HQ doesn't count. The unit to be transported must start its activation in a port.
- Units disembarked in a port can continue to move, using half of their movement points for normal movement.
- It’s also possible to embark from a coastal hex and move to a port (if the unit has not moved before). In this case the transport cost is 2 naval points for each unit step. No movement is allowed after disembarking in a port.
- The Allies take two turns to move by sea from the north to the south of Russia: Archangelsk / Riga to Europe, then Europe to Odessa (and vice versa).
- Kertch: no naval transport or supply is possible in Sea of Azov if Kertch is not controlled by the Whites.
Amphibious Landing:
- The Whites can embark from a port and land on a coastal hex at a cost of 2 naval points for each unit step (instead of 1 for 1). Landings may be made in Enemy ZOCs.
- A landing must take place in a unoccupied hex not containing a major or minor city.
- No landing are possible in bad weather (Mud or Snow), except in the Caspian Sea where landings are possible in all weather..
I. Cavalry Armies
- No more than half the units of an Army can be composed of cavalry (rounded down).
- Starting in 1920 this constraint is lifted for a single Bolshevik Army commanded by Tchoukatchevski.
VII. Combat
A. Presentation
- When an activated HQ resolves his battles he is called the "attacker". He first announces all his battles, and then resolves them one by one, in whatever order that he wants.
- His units can attack any adjacent enemy units. There is no obligation to attack.
- If the decision to attack is made, all enemy units which exert a ZOC on the attacking units must be attacked:
- the attacker must attack all adjacent enemy stacks that exert a ZOC on the attacking units.
- in fulfilling this rule the attacker can attack these adjacent enemy stacks with other friendly stacks. But note, in this case, the attacker must also attack any enemy stacks adjacent to those new friendly stacks, etc… See Example 1.
- Reminder: ZOCs don’t extend into major cities, mountains, or across major rivers.
- An attacking stack can divide itself into several "attack groups" to attack different hexes separately. Every combat is resolved independently of the other.
- If the attacker is limited in the number of attacks (0 or 1 Armt points spent), he must respect this constraint. If by attacking he would be forced to attack more enemy stacks than allowed, he can’t attack. See Example 2.
- If a player attacks across a major river (not a minor river), he must attack all adjacent enemy units across the major river. See Example 3.
- A unit can only attack once per turn.
- Note, the attacker must also meet the minimum combat odds on the Combat Results Table (the leftmost column), otherwise he can’t attack (e.g. minimum odds are 1-2 in clear terrain).
- Exception: an adjacent stack that has already been attacked (in a previous activation by another HQ) is ignored. The attacker isn’t required to attack it.
- Reminder: an enemy stack can’t be attacked more than once per turn.
Example 1: the White HQ Miller approaches Petrograd. His vanguard makes contact with the Reds and he decides to attack. His first stack is adjacent to two Bolshevik units, and he chooses to concentrate that stack against a single one. He uses a second stack to attack the 2nd Bolshevik unit in contact. It so happens that his second stack is also adjacent to a 3rd Bolshevik unit. Miller chooses to divide his second stack in two, to lead two attacks against the 2nd and 3rd Bolshevik units. This, of course, while respecting the requirement for minimum combat odds in each attack.
Example 2: Let's suppose that Miller only spent one Armt point, so he’s limited to two attacks. He can’t attack the three Bolshevik units from three hexes (that would make three combats). He’s forced therefore either to abandon his attacks or to attack with only his first stack, dividing it into two groups against the two adjacent Bolshevik units.
Example 3: in December 18, Denikine attempts to force passage of the Don, defended by two Bolshevik stacks east of Rostov. One of the attacking stacks is in contact with two enemy stacks. He’s required therefore to attack the two enemy stacks in his attempt to cross the major river. He concentrates his strength on one of the stacks while he makes a weak diversionary attack against the second (while respecting the minimum odds requirement).
B. Reduced Units
- When a unit takes losses a “hit” marker is put on it. A hit marker can have either 1 or 2 ‘hits’ on it (representing 1 or 2 losses).
- A reduced unit retains all of its combat and shock strength. Losses don’t have a direct effect on the combat strength of a unit.
- The size of a reduced unit remains the same for purposes of stacking and rail movement. Losses don't have an impact on these.
- When a unit takes number of hits equal to the number of step it has, the unit is destroyed.
Units permanently eliminated:
- A unit that is isolated when it’s destroyed (by combat or retreat through a ZOC).
- A Bolshevik unit without shock.
- A Czech unit.
Example 4: a 4.3.6 Bolshevik unit suffers two losses, so a two-hit marker is put on it. The 4.3.6 unit retains its three steps in stacking, for rail, etc… Suppose that it retreats into an unoccupied hex in an enemy ZOC: it takes a 3rd loss and it’s eliminated. In the hex it retreated to it’s isolated, so the unit is permanently eliminated.
C. Consecutive Combats
- Each combat is resolved in the following sequence: odds determination, die roll and application of the result, losses, retreat, and possible advance after combat.
- After a combat is completely resolved the attacker proceeds to the following battle (if there is one), and so forth…
- Note that a victorious attacker can cut all the retreat paths of an enemy stack whose combat has not yet been resolved! Be careful of that when you’re defending.
Example 5: in November 18, Denikine crosses the Don and attacks from behind the Red units defending the river. The Bolsheviks took care to place their units in a triangular deployment, knowing that the three stacks will each be adjacent to the other two. Thus it’s difficult to surround any unit after having defeated one of them. It avoids encirclement and destruction by consecutive combats.
Example 6: in February 19 Denikine and Koutiepov activate together. Denikine attacks the hex behind Rostov while Koutiepov launches a full scale attack against Rostov itself. Denikine attacks first and is victorious, seizing the hex to the rear of Rostov. Now Koutiepov launches his attack. Rostov is surrounded and isolated, and the Bolshevik units inside won't be able to retreat. They must hold or be eliminated…
Example 7: in November 18, Tchoukatchevski is defending and preparing to retreat, facing a Siberian peril that’s about to overwhelm him.
He places one unit in Perm and another directly behind it (protected by the major river). On his turn Koltchak attacks and takes Perm. The first Bolshevik unit retreats two hexes and passes through the second Bolshevik unit behind it. This second unit forms a screen and protects the flight of the first unit.
Example 8: in February 19, Tchoukatchevski arrives at a hex next to Kazan with what remains of his army. The Siberian activates and launches a major offensive while spending 3 Armt points. Koltchak simultaneously attacks Kazan and Tchoukatchevski’s hex. First he attacks Kazan. With a lot of luck (6 on the die) and thanks to a mediocre defense (units were already reduced) he succeeds in capturing Kazan.
Koltchak launches his second attack against Tchoukatchevski, who is nearly isolated and surrounded by enemy ZOCs. He suffers one loss in combat, and succeeds in escaping through an unoccupied hex in an enemy ZOC at the cost of an additional loss…
D. Only One Attack per Turn
- An enemy stack can only be attacked once in a turn.
- If a stack is attacked once it can’t be attacked later by another activated army.
- Exception: units placed in "reserve" can always attack an enemy stack, whether it has been attacked before or not.
Example 9: in December 18, Koltchak pursues Tchoukatchevski, now in full retreat. He attacks and inflict serious losses on him. The Whites then activate the Czechs, but they can’t attack Tchoukatchevski’s stack a second time (unless they use a reserve…).
Example 10: in February 19, Denikine launches a full scale attack against Rostov from both sides of the river. The Bolsheviks manage to hold the position with huge losses. Shortly thereafter Koutiepov is activated (another Southern HQ). He’s not able to attack Rostov again because he’s prohibited from attacking an enemy stack more than once in a turn. To foil this limitation, Koutiepov spends 3 Armt points and places two units in "reserve". These units are free to act without constraint (the one exception). Koutiepov launches them in an attack on Rostov and victoriously takes the Red city..
E. Combat Odds
- The attacker calculates the combat odds between the attacking units and those of the defender. Each player totals their combat strength, which may be modified by the terrain.
- A major river divides the attacking strength by two (except for engineers and artillery).
- Then the attacker divides his strength by that of the defender.
- The result is expressed as a decimal value having a precision in hundredths. This result is rounded as follows:
- fractions from 0.01 to 0.49 are rounded down to the next lower whole number
- fractions from 0.50 to 0.99 are rounded up to the next higher whole number
- The value rounded to "x" is called odds of "x - 1". If its 2, that is 2-1, if the value is 5, that is 5-1, etc… See Example 11.
- First Special Case: the odds “ 3-2 "
- a result ≤ 1.49 gives the odds 1-1.
- a result ≥ 1.50 yields the odds 3-2.
- to reach "2-1" odds the result must be ≥ 2.
- 2nd Special Case: “1-2" odds (in clear / desert terrain only)
- a result ≤ 0.49 is too low, the attack is prohibited.
- a result ≥ 0.50 yields the odds 1-2.
- If all the attacker's units attack across a minor river, the odds are shifted 1 column to the left, unless the weather is Snow (the river is frozen).
Example 11: (with several cases)
- 18 attack points vs. 6 defense points yields 3/1 odds.
- 19 vs. 5 yields 4/1 odds.
- 35 vs.10 yields 4/1 odds.
- 9 vs. 6 yields 3/2 odds.
- 11 vs. 6 also yields 3/2 odds.
- 12 vs. 6 yields 2-1 odds.
- 15 vs. 8 yields 3-2 odds.
- 5 vs. 10 yields 1-2 odds (in clear terrain).
- 4 vs. 10 is impossible.
F. Normal Combat or Shock-Assault?
- there are two types of combat: normal combat and shock-assault.
- The attacker and defender total the shock values of their units (the value in the top left corner).
- A major river divides the attacker's shock total by two (except for engineers and artillery).
- Cavalry has no shock value if it attacks or defends in a city (either major or minor).
- If the attacker’s shock total is less than the defender’s shock total, it’s a "normal" combat.
- If the attacker’s shock total is equal to or greater than the defender’s shock total, it’s a "shock-assault".
Example 12: an attacker attacks uses two cavalry units (shock 2 and 3 = 5) to attack a clear terrain hex. The defender also has 2 cavalry units (shock 4 and 2 = 6). The attacker’s shock total of 5 is less than the defender’s total of 6 so it’s a normal combat. If the defender had had an infantry unit instead of a cavalry, it would have been a shock-assault.
G. Combat Results Tables (CRT)
- The attacker refers to one of three Combat Results Tables depending on the terrain in the defender's hex.
- The column is the combat odds. The attacker rolls a die and applies the result.
- The die roll can be modified:
+1 the shock total of the attacker is at least twice the shock total defender
+1 the HQ spent 1 Armt point
+2 if HQ spent 2 Armt points
+? HQ value (combat bonus in the middle) may only be used in one combat per activation
-? value of an enemy HQ (if one is present)
-1 weather is Mud or Snow
- If several HQ are present, only one applies its bonus (in attack or defense).
Combat results:
- The results are in the form "x / y":
- x is the number of losses for the attacker;
- y is the number of losses for the defender.
- Each player chooses how to apply losses to their participating units. The appropriate hit markers are put on the reduced units: 1 hit = 1 loss, 2 hits = 2 losses.
- Any unit that suffers a number of hits equal to its step value is destroyed.
- A unit destroyed when isolated is permanently eliminated.
- the final combat result depends on the nature of the combat: normal or shock-assault.
H. Normal Combat
- Occurs when the attacker has less shock than the defender.
- In normal combat you use the grey and white zones on the Combat Result Table.
- Lower Grey Zone (top of CRT): if the result falls into this zone the attacker loses the combat and must retreat 1 hex. He can avoid retreating by taking 1 additional loss.
- White Zone (middle of CRT): there are three cases when the result falls into this zone, based on the losses of each side:
- equal losses: the attacker loses the combat and must retreat 1 hex. He can avoid retreating by taking 1 additional loss.
- defender takes higher losses: the defender loses the combat and must retreat 2 hexes. He can avoid retreating by taking 1 additional loss.
- attacker takes higher losses: the attacker loses the combat must retreat 1 hex. He can avoid retreating by taking 1 additional loss.
- Higher Grey Zone (bottom of CRT): the defender loses the combat and must retreat 2 hexes. He can avoid retreating by tripling his losses; if the defender is in a major city and decides to stand instead of retreat, the total of the tripled losses is reduced by 1.
- Defender eliminated: in this case the attacker is victorious after taking losses (whatever the result, unless the attacker is eliminated himself).
Example 13: in May 19, Worochilov counterattacks at Rostov (a major city). He benefits from Trotsky’s train in the attack (6 combat and shock). Unfortunately the defender’s shock total exceeds the attacker’s, as Denikine put a lot into the defense of the city, and it’s a normal combat. Worochilov attacks with 30 points against a defense of 17, yielding 3-2 odds on the 3rd CRT (major city). Worochilov spends 3 Armt points (bonus +2) and is himself supported by Trotsky (bonus +2). Denikine is present in defense (-1 DRM). The Bolsheviks end up with a total die roll modifier of +3. He rolls a 2 +3 yielding a 5. The result is "2 / 1" in the white zone. The attacker loses, taking 2 losses and retreating a hex. The Defender takes 1 loss and holds Rostov.
Example 14: Let's suppose that Worochilov has 34 points, exactly 2-1 against Rostov, and that he rolls a 5 on the die +3 = 8. The result is "2 / 2" in the higher grey zone. This time the attacker wins the battle (with 2 losses). The Defender chooses to stand while tripling his losses. He loses 2*3 = 6 losses -1 (because Rostov is a major city) for a total of 5 losses. Denikine succeeds in holding but at the cost of enormous losses. The attacker doesn't take Rostov and remains in place.
I. Shock Assault
- Occurs when the attacker has an equal or greater shock total than the defender.
- A shock-assault gives the attacker a much better chance to break the enemy defenses, and forces the defender to either retreat or suffer huge losses.
- In a shock-assault the grey and white zones on the CRTs are ignored.. There are just two cases:
- Attacker losses > defender losses: the attacker loses the combat and must retreat 1 hex. He can avoid retreating by taking 1 additional loss.
- Defender Losses ≥ attacker losses: the Defender loses the combat and must retreat 2 hexes. He can avoid retreating by tripling his losses; if the defender is in a major city and decides to stand instead of retreat, the total of the tripled losses is reduced by 1.
Assigning Attacker Losses: (in both the above 2 cases)
- At least half of the attacker losses (rounded up) must be taken by units having a shock value (attacker’s choice). Armor in clear terrain and artillery (in any terrain) are exempt from this requirement.
- Defender eliminated: in this case the attacker is victorious after taking losses (whatever the result, unless the attacker is eliminated himself).
Example 15: the Hetman tries a 3-1 shock-assault against Tsaritzin (defended by Stalin). He rolls the die and with +2 gets a 7. The result on the CRT is "2 / 2". With equal losses the defender is defeated and must retreat or triple the losses. Stalin chooses the second option, and the losses become 6 (2 times 3). Being in Tsaritzin (a major city), the final total of his losses will be limited to 5 (that is to say 6 -1).
Example 16: Let's suppose that the Hetman rolled 1 on the die, modified to 3. The result on the CRT would have been "2 / 1". In this case the attacker has more losses and is defeated. He takes 2 losses and retreats a hex. The defender suffers 1 loss and holds Tsaritzin. Stalin defends well!
J. Particular Cases
- Major and minor cities:
- Cavalry has no shock value when attacking or defending in a major or minor city.
- When attacking a major/minor city, the combat strength of artillery is doubled; heavy artillery is tripled; engineers have a +3 bonus to their combat strength. However if these units attack a major city across a major river, neither artillery nor engineers gain these benefits. (e.g.. Southern Whites against Rostov).
- Major river: both the attacker’s combat and shock strength are halved when attacking across a major river, except for engineer and artillery units.
- Minor river: if all the attacker's units attack across a minor river the combat odds are shifted one column to the left on the CRT, except in Snow (frozen river).
- Armor: the shock value is doubled when attacking or defending in clear terrain, unless attacking across a major/minor river.
Example 17: in November 18, Denikine spends 3 Armt points and uses two stacks to attack across the Don into Rostov. He has an 8².2.6 (the Guard, with engineers), five 33.1.6 artillery, and two 5.2.6. The Guard (with engineers) and the artillery units are not halved by the major river. On the other hand, they don't have any other bonus against the major city since the attack is made across a major river (artillery not doubled, etc…).
The combat strength is: 8 (the Guard) + (3 x5 = 15) (the artillery units) + (5 / 2 x2 = 5) (the infantry units) = 8 + 15 + 5 = strength 28, with 17 points of shock (2 + 3 x5). The Bolsheviks have a 4.3.6 infantry, a 6².3.6 cavalry, and a 54.1.15 armored train (that’s worth 1 in defense), totaling 11 combat strength points in defense and 4 in shock. The White attack is therefore a shock-assault, with a +1 bonus (for a shock advantage of 17 / 4). The combat odds are 28 / 11 = 2.54, yielding a 3-1 on the 3rd CRT (major city). The die roll is 5 +2 (Armt bonus) +1 (2x shock bonus) +1 (Denikine) -1 (Snow) = 8. That gives a result of "2 / 2": with equal losses in shock-assault the defender must triple his losses to stand, minus 1 loss since he’s in a major city. So the Bolsheviks lose 2 x3 -1 = 5 steps. They place a 2-hit marker on their 6².3.6 cavalry and eliminate their 4.3.6 infantry. Denikine puts 1 hit on his 8².2.6 Guard (a unit with shock) and 1 hit on a 5.2.6.
Denikine can’t attack Rostov again with reserves due to a lack of resources. He would need a strength of 17 (after halving due to the major river) to get the minimum 3-2 odds needed against a major city (17 / 11 = 1,54 ® 3-2). He doesn't have that… he would need to be on the other side of the Don…
Example 18: in March 19, Koltchak spends 3 Armt points and attacks Kazan (a major city). He’s on a rail hex (stacking 8 steps) with two 41.2.6 units (the Guard, with engineers), one 3.2.6, one 23.1.6 artillery and his 65.1.15 armored train. Against a major city the combat strength of the artillery is doubled, the armored train is tripled (for heavy artillery) and the engineer is worth 3 additional strength points. That makes the total: (4 +3 = 7) x2 (the 2 guards) + 3 (the infantry) + (2 x2 = 4) (the artillery) + (6 x3 = 18) (the armored train) = 14 + 3 + 4 + 18 = strength 39, with a shock total of 10 (1*2 + 3 + 5). The Bolsheviks have two 6.3.6 units totaling 12 in defense strength, with Blucher, and without shock. The White attack is therefore a shock-assault. The odds are 39 / 12 = 3.25 yielding 3-1, on the 3rd CRT (major city). The die roll is 2 +2 (Armt points) +1 (Koltchak) +1 (attacker 2x shock) -2 (Blucher) -1 (Snow) = 3 total. The result is "2 / 1": the attacker having higher losses, Koltchak is defeated. He decides to avoid retreating from Kazan while taking 1 additional loss, so he takes 3 losses all together. He assigns 2 losses (half, rounded up) to his two infantry units with shock (1 hit apiece), and the 3rd loss is for his 3.2.6 infantry. The Bolsheviks take only 1 loss and hold Kazan.
K. Retreat after Combat
- After combat the loser must immediately retreat or take additional losses to remain in place.
- This retreat movement is separate from the units movement points.. It costs no movement points to retreat.
- A defeated stack can’t retreat into impassable terrain or into enemy-occupied hexes.
- When retreating a stack may divide into separate groups, each of which retreats into different hexes.
- The retreating units are allowed to follow any path of unoccupied hexes, even if that takes them further away from their lines of communication.
- A stack may retreat through an enemy ZOC, but if it does it suffers 1 additional loss for each such hex entered. Friendly units negate enemy ZOCs for retreat purposes.
- If a unit is isolated and is eliminated while retreating it’s permanently eliminated.
- A HQ suffers the fate of its units. A HQ may always be rebuilt.
- Reminder:
- ZOCs don’t extend into major cities, mountains, or across major rivers.
- if a stack is forced involuntarily to exceed the stacking limits in the hex to which it retreats (when no other is available), the excess units in the hex are ignored if the hex undergoes further combat, but they will be subject to the results of that combat.
- The Whites can retreat by sea if they start in or retreat into a port, ending the retreat in another port. They pay the normal naval transport costs to retreat by sea. (and they must have adequate naval transport capacity remaining).
L. Advance after Combat
- If the defender retreats or is eliminated the attacker can move one or more victorious units into the vacated hex.
- The attack must adhere to the stacking limits of the hex entered.
Breakthrough:
- Cavalry units can advance one additional hex as long as the attacker leaves at least one unit in the defender’s hex.
- They can’t cross a major river held by the enemy (See. xx).
- Units may advance into different hexes in breakthrough.
- Breakthrough also applies to armor and motorized units.
Example 19: Koltchak attacks a Bolshevik unit across the Volga, close to Kazan. Thanks to shock-assault he succeeds in winning the battle and drives the Bolshevik unit back 2 hexes. His victorious stack crosses the Volga, and the cavalry that participated in the combat advances a second hex and "pins" the Red unit. The Bolsheviks won't be able to add replacements to that unit since it’s in contact with the White cavalry.
M. Reserve
- If a HQ spends 3 Armt points it can form a "reserve".
- A HQ can place one quarter of its units in reserve (rounded down).
- The chosen units must have shock values and can’t be in enemy ZOCs. A "Réserve" marker can be put on the units if the player wants it.
- The player activates and moves his units normally, without moving any units in reserve. He finishes all movement and combat for the non-reserve units.
- Only then does he activate his reserve units, first for movement, then combat.
- Special:
- Units in reserve may attack any enemy stack, even those which have been attacked previously.
- An enemy stack that has already been attacked (no matter when during the turn) can be either ignored or attacked by reserve units (player’s choice).
Example 20: October 19, Stalin activates and spends 3 Armt points. He places three units (with shock) in reserve (a quarter of the 14 units that he commands). He launches a powerful counteroffensive against Tsaritzin and succeeds in inflicting 2 losses. The Southern Whites remain in place and triple their losses 2 x3 –1 (major city) = 5 losses. They have one step remaining out of 6… Stalin then activates his reserve and launches a second shock-assault against Tsaritzin. He gets a "2 / 1" result and eliminates the White’s last step. Tsaritzin is Red again! Does Stalin then say to himself that someday this city will deserve to be renamed, and why not with his own name? He’ll need to speak to Comrade Lenin about that…
N. Independent Units
- After both sides have activated all their HQ, all units not yet activated are brought into play. These are called "independent units".
- The side with the initiative chooses which side will activate their independent units first.
Supply:
- An independent unit is in supply if it begins or ends its movement in:
- a minor city in supply (city in black);
- a major city (city in red).
- Otherwise the independent unit is out of supply and must make an attrition check at the end of its movement, before combat (2 cases):
- if a stack of independent units can trace a path (unblocked by enemy units or their ZOC) no more than 6 hexes in length to a supplied HQ of the same faction, only a single attrition check is made for the entire stack (any attrition losses may be distributed among the stack as the player chooses);
- otherwise, each independent unit makes a separate attrition check.
Replacements:
- one or more supplied independent units can receive replacements if needed (if the faction has enough PRs).
- Previously eliminated units may also be recreated in a supplied city which produces either PR or Rail points.
Movement:
- An independent unit moves normally.
- If supplied it can move by rail (if the faction has sufficient Rail points). White independent units can use naval transport.
Combat:
- All independent units can attack with a –1 die roll penalty.
- Combined attacks with multiple independent stacks are not allowed.
Example: in November 18, the Bolshevik player activates his independent units. He moves the unit at Viatka (supplied by the Vytchegda) west by river transport to the mouth of the river (close to Vologda).
The unit at Kotlas remains there, also supplied by the Vytchegda.
The Bolsheviks also activate a unit that has been defeated at Archangelsk (captured by the Allies). The Red unit fails to find shelter in a supplied city, so it makes an attrition check at the end of its movement. It rolls a 6: result "2 losses". Already having 1 loss, it freezes and succumbs in the mud…
Example: Miller ventures near Petrograd. The Red HQ Boudieny launches a strong counteroffensive and succeeds in surrounding a White stack (units + ZOCs in unoccupied hexes). In his activation Miller can’t activate this stack, but he succeeds in re-establishing contact with it in a counterattack. At the end of the turn the stack is activated as independent units. The stack doesn't begin or end its activation in a supplied city. As Miller is 3 hexes away from it (≤ 6 hexes) and without enemy obstacles blocking the path the White stack makes a single attrition check It rolls a 5 +1 (snow) = 6. The stack takes 2 losses. The Whites place 1 hit each on two 2-step units.
VIII. Special Rules
A. Armored Trains
- Both sides have "armored" train counters of different values. Each armored train is worth 1 in defense (regardless of its combat strength).
- An armored train is a heavy artillery unit (with a strong shock value).
- An armored train has 1 step. They may not be rebuilt.
- Stacking: only one armored train is allowed in a hex.
- An armored train only moves along rail lines. It ignores enemy ZOCs, except for major rivers held by the enemy (See. xx).
- It can advance over rail lines just captured by friendly units. This is an exception. The Railheads are adjusted afterward at the end of the activation.
- A armored train is self-sufficient for movement purposes; it doesn't use Rail capacity to move.
- White trains have only one side. The Reds have two sides (front/back).
- An armored train isn’t subject to the command capacity restrictions of a HQ; it doesn’t count toward the command limit..
Special Abilities
- Battering Ram Attack: the armored train stack can concentrate its attack on one enemy hex while ignoring other adjacent enemy stacks.
- The hex attacked can be a rail hex or not - it doesn't matter.
- The armored train stack must attack alone to benefit from this use.
- Heavy artillery: the armored train is a heavy artillery unit and gains those bonuses: against a city (combat strength tripled), attack across a major river (combat and shock strength not halved).
- Full-steam retreat: an armored train may react during an enemy activation. At any time during an enemy activation a train can retreat up to 10 hexes on the rail line (maximum per turn). That way it can escape easily in case of danger.
- If its stack is annihilated in combat the armored train can flee without loss. If it’s not able to do so it’s destroyed.
- Reminder: an armored train is worth 1 in defense (regardless of its combat strength).
- Immunity of steel: an armored train is always supplied no matter where it is. It never checks attrition and is never a victim of "enemy propaganda".
The Bolshevik Armored Trains (in November 18)
- The Bolsheviks have three armored trains: Trotsky’s train at 66.1.15 (reduced side) / 87.1.15 (full-strength side), and two other classic trains at 54.1.15 / 33.1.15.
- The Bolsheviks lose one level as soon as Rostov is captured by the Whites. The 54.1.15 train becomes a 33.1.15 (reduced side).
- The Bolsheviks gain one level if they conquer Omsk (in Siberia). One train is flipped to its full-strength side (e.g.. Trotsky’s train of 87.1.15, or a 33.1.15 train is flipped to 54.1.15).
- The Bolsheviks receive one level as reinforcements in August 19.
White Armored Trains (in November 18)
- The Whites have several armored trains according to their factions:
- Siberian: Koltchak’s 65.1.15 train.
- Czech: one 54.1.15 train
- Ukrainian: one 33.1.15 train
- Miller: one 2².1.15 train
- The Southern Whites gain a 54.1.15 train if they capture Rostov, and get a second 33.1.15 train if they take Kharkov.
- The Poles enter the war with two 44.1.15 trains.
- The other White factions have no trains: Youdenitch, Allies, Rumanian, Finn, Turk,.
- The Siberians and the Czechs lose their armored trains if the Bolsheviks take Omsk (in Siberia).
- Miller loses his train in the event he fails to control at least one city having a rail line.
- The Ukrainians loses their train if they fail to control at least one city in the Ukraine.
- Gain / loss: a level or a train gained previously is lost if the city that permitted its acquirement has been taken by the enemy.
Example: if the Bolsheviks take Rostov they recover the 1 level that they lost, and cause the Southerners to lose the 54.1.15 train that the Whites had gained.
Example: in December 19, the Bolshevik situation improves appreciably. The Siberians have ceased to exist; the Southern Whites are routing toward the Crimea. Omsk and Rostov have just been taken. The total armored trains the Bolsheviks have are Trotsky’s 87.1.15 and their two other 54.1.15 trains (the maximum!).
B. Air Units
- Air units are attached to a HQ and count toward the command limit. Air units can be based anywhere outside of a ZOC.
- An air unit can conduct an air mission within a 10-hex radius, then land within 10 hexes of the mission hex (whatever the terrain).
- If an enemy unit enters or exerts a ZOC in its hex, the air unit is displaced 3 hexes in the direction of a friendly area, outside of an enemy ZOC. Otherwise it’s eliminated.
- There are two air missions in Rossyïa: interdiction and interception.
- No mission is possible during Snow weather.
Interdiction:
- Interdiction: the air unit attempts to impede the movement in a hex, making a check on the Interdiction Table. If successful place an "interdiction" marker in the hex. All land units must spend +2 MP to enter and exit the hex.
- If the target is a rail hex it’s more difficult. If interdiction succeeds the rail line is cut for purposes of obtaining Armt points and rail transport (except for armored trains: +5 MP). On the other hand supply is still drawn normally and is not affected.
- If several air units attempt an interdiction in the same hex, each is resolved separately.
Interception:
- An enemy air unit can attempt an interception if it’s within 5 hexes of a friendly interdiction mission.
- Check to see if interception succeeds: 1-4 success, 5-6 failure.
- If an enemy air unit is intercepted, its mission fails. Otherwise it continues normally with the mission.
C. Armor
- An armored unit is not required to take a priority loss as a shock unit when conducting a shock-assault.
- An armored unit has its shock value doubled when attacking or defending in clear terrain, unless it attacks across a major or minor river.
- After a victory an armored unit can advance an additional hex like a cavalry unit.
- The cost to rebuild an armored unit is 3 PRs.
Armor Terror:
- Through May 19, whenever an armored unit is used in an attack against a major/minor city the Whites get a 2-column shift to the right on the CRT.
- Balancing that, the first attacker loss must be taken from an armored unit.
- In June 19, the effect is reduced: Whites only get a 1-column shift to the right.
- starting in July 19, the "terror" effect ceases.
D. Off-Map boxes
A. There are 12 off-map boxes in the game: Mourmansk, Archangelsk, Omsk, Europe, Turkey, Capsienne I, Caspian II, Azerbaijan, Kars, Armenia, Georgia I, Georgia II,,.
- An off-map box represents a part of the world not shown on the map. They are connected to the map by entry hexes marked with an arrow and a "letter" corresponding to a particular off-map box.
- Off-map boxes and their entry hexes are considered to be adjacent for movement, command, and supply purposes.
- It costs one movement point to enter or exit an off-map box.
- Off-map boxes may be reached by rail if the entry hex contains a rail line.
- Stacking in a box is unlimited. Different factions can coexist in the same box (e.g. Miller and Allies at Mourmansk).
Links between Boxes:
- Two off-map boxes are linked by a land or sea route if a white connecting line joins the two.
- Movement from box to box takes a complete game turn.
Combat:
- To attack an off-map box the attacker must enter the box (not just stop in the entry hex).
- The defender forms stacks (maximum 6 steps each). One stack may benefit from the presence of a major/minor city in the box.
- The attacker can form up to 3 stacks for each defender stack (maximum 6 steps each).
- The attack is victorious if the all the defender's stacks retreat or are eliminated. If the attacker fails he retreats to an entry hex.
- Conversely its possible to attack from a box into an entry hex. The procedure is the same except that the defender’s stacks are already in place.
S. End of the Game
- The game ends if, at the end of a turn, the Political Level reaches 0 or 100 (Red or White total victory).
- Otherwise it ends at the end of 1921 between September and December.
- Roll a die at the end of every turn:
September: 6
October: 5-6
November: 4-6
December: automatic end
- End of Game: the Political Level indicates the degree of victory - see the Political Table. See the back of the Full Campaign for the final description.