Beruflich Dokumente
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White Re-Actions!
A game of Battalion level battles and ambushes in the Russian Civil
War Period
Liberated Russia will not be
enslaved. It will arise and grow
strong, it will cast out the beasts of
prey, it will live in fraternal unity
with the liberated peoples of all
lands.
Can a company ever react to When you have the turn and
the action of an enemy your units have CPs cost due to
company? Provocation! reacting to the enemy. If you
Yes. A company may react to an want to move those units you
enemy company under the must first remove those CPs.
following circumstances: How ever you may chose to
1) If being charged, and have not activate other units that have
routed, a company may shoot at less or no CPs. Those extra CPs
the chargers, This is called that you do not pay for and the
Defensive Fire. No reaction unit does nothing, then the CPs
rolls need to be rolled but it are removed at the end of your
still costs 1 CP turn.
2)
A unit fired on by an enemy unit Example A Battlion with three
may fire back in the enemys companies has been engaging
turn, this is done be rolling a fire on the enemy in the enemys
reaction roll and paying a CP turn. One company has 2CPs
for it, the unit can do this as one has 1 CP and the third has
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16
none. The commander rolls his suffer a -1 morale penalty while
average die and adds his +1 to in loose order (troops without a
the roll. He has 3 CPs. He now Formed move rate represent those
has numerous options he may used to fighting in a less organized
pay to remove all the CPs, or he way so suffer no morale penalty.)
can remove the 1CPs from the There is no need to arrange the
second unit and then use the 1 stands of a unit differently to show
CP to move the unit then 1CP whether they are formed or loose.
to fire. He could also just apply
all 3 CPs to the unit that has no How far can companies move
CP costs at the beginning of his during a turn? My batsman
move. So the player has lots of gets around quite easily.
options. The maximum move distance per
turn paid CP for every Platoon type
8) Movement and is shown on its card. A company
Formations may move up to the amount when
acting, modified by terrain. The
What are the different types of
move distances can differ for
formations?
Cavalry companies that are in
Companies can either be in line
formed or loose order. Infantry
(stands in contact with each other
units have a regular move rate
on their flanks in a line) or a road
(under “Move” on their card), but
column (in contact front to back in
can also move in an Evasive way
ranks, with a one stand frontage).
(under “Evasive”) where they try
Companies can form multi-rank
to use terrain to shelter behind as
lines if they want, but there is no
they move, or crawl or crouch or
advantage to this (and a
otherwise keep a low profile,
disadvantage to shooting).
moving at a reduced rate, but
Be carefull because units that
reducing the strength of shooting
are within 4” of a unit to its
against them.
front that is fired at will also
take casualties due to pass
A unit can move more than
through fire, the second unit
once in its phase, this is done
will have a -1 column modifier..
by paying CPs for each move. If
all units in the command are
What are Loose and Formed
moving in the same direction
order (not to be confused with
and are all in command and
“orders” or commands)?
control distance of the officer
Formed order represents cavalry
the movment will only cost 1CP,
troops lined in an organized, easy
the same applies to fire, ie if all
to control manner. While this slows
the units fire at the same
them down, they fight better.
direction at targets to their
Loose order troops are spread out
more, move faster, but are less in front this will only cost one CP
control and do not fight as well.
Further, troops in loose order How do companies turn, face to
flank and rear?
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17
Turns are made by wheeling each See the Quick Reference Sheet,
stand on the corner figure to face comrade.
either to the left or right, or 180º
back. All Infantry and cavalry in How close can a company move
loose order may turn to flank and to an enemy company
rear at no cost, Cavalry in Formed without charging it?
order pay half their move. All No company may move closer than
companies may “drift” up to 2” without charging the enemy
roughly 20 degrees while moving. company, unless they are charging
Companies in line can also wheel, an adjacent company within 2”.
with one end of the line stationary
and the other end moving in an When a company is called on to
arc, up to the units movement Retire, either through Shooting
allowance. Wheels and turns can results or morale tests, how is
be combined in a turn, providing this executed? With parade-
the unit has enough movement ground precision one hopes!
allowance to do this. These turns The company in question moves
are considered part of the CP cost back full normal move if Foot,
to move, so no extra cost for thise full normal move if horse or
turns. non-mechanized vehicle, still
facing the enemy. If forced
Is there a movement advantage through a friendly company,
to moving in column? both become loose ordered (if
Yes. If the company is in a single horse). If forced into an enemy
platoon-frontage column, and company or impassable terrain,
spends its whole move on a road, it they surrender and become
may move 2” further than its full prisoners.
move. Troops (except mobs) in hard
cover, buildings or trenches
Can one company ignore Retire results.
interpenetrate (move through)
another? And spread Can mounted companies
nationalist propaganda? dismount? Personally, I
Yes, they can, at no cost. feel walking is for serfs…
Companies may not interpenetrate Yes. A company that chooses to
another company if it violates any dismount as an action replaces all
other movement rules (proximity figures with dismounted
to enemy, etc). However if routed equivalents, one platoon for one.
through the unit will take a fear Place a herd (the horses) behind
test. the company that has dismounted.
Treat the horses as a regular herd
How does artillery move? until the company should choose to
See the Artillery rules below. remount (they must be in contact).
What happens when Tanks and A vehicle that fails its fear test will
Armoured Cars charge my move full move away from enemy
company? Aside from a loss of troops that caused the Fear test.
bladder control?
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A vehicle that took a Fear test and the result is 9-12 for a wood
passes by only 1 receives on Terror building, or 11-12 for a stone
marker, which will work as a -1 building, that section is considered
column shift mod to fire and will destroyed and all troops within are
also affect any future Fear test by considered lost.
-1.
19) Surrender
18) Buildings
Under what circumstance will a
What are the different types of company surrender (and
buildings? I’m from become prisoners)?
nomadic stock, you 1) It is forced to rout or retire into
know- all I know is huts. an enemy company
There are two types -- Stone and 2) It is dispersed within a charge
Wood. These are further divided move of an enemy facing it.
into single- and multi-sectioned. 3) They are charged in the rear.
Could you give us a general 4) It routs within a charge move of
description of how an enemy and the nearest friendly
buildings work, please? company is twice as far away, or is
My pleasure. A building on the part of an isolated brigade (see
tabletop can represent a single Orders rules below).
building perhaps with attached
shed and outbuildings. They can 20) Flight & Victory
be occupied by a single company
of up to four platoons. Larger How does the game end, and
buildings such as churches should how is the victor
be divided into several sections, determined?
and each section is treated as a Unless stated in the scenario, the
different building for game game ends in victory for one
purposes. Occupants receive player when the enemy has been
certain defensive benefits. put to flight or voluntarily
Buildings can be burned beyond withdrawn.
use (see Setting Fires) and
destroyed by Direct Hits (see How is an army put to flight?
below). Further, for those using Each army has one or two Flight
more complicated models (such as numbers, shown as percentages.
a building with a garden and One is for Mobs and the second for
hedge), count the whole model as everyone else (or mobs also if only
a building for play purposes one number is provided). Multiply
(makes it easier). this percentage against a side’s
original point total and determine
How is a building destroyed by how many points worth must be
Direct Hits? destroyed, captured, or routed off
Every time a building (section) the board to exceed the two
receives a Direct Hit, roll 2d6. If percentages. Once the number has
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been passed, roll percentile dice. If How does a company occupy a
the number is equal to or under trench?
the flight number, that side does To be considered occupying one, a
NOT flee, but may continue company must be lined up within
fighting. Every time they lose it.
another stand for any reason they
roll again against their current Can Trenches be destroyed?
percentage losses. There is no Not in the course of a scenario.
automatic flight. Armies past their
flight number that have not fled How does a Blockhouse work?
suffer from Exhaustion (see A blockhouse is a small pillbox-
below). type fortification for MG
Example: White Army (1917- detachments. Such units within
1918) has 150 points to start with. blockhouses combine the trench
During the scenario, as soon at modifier (-2 columns) with the
least 75 points worth of troops hard cover modifier (-1 column) for
(Say, two field guns and five a cumulative –3 modifier.
platoons of “Coloured” platoons) Engineers and grenadiers may use
have been lost or routed off the their modifiers on units within
board, and the army fails its flight them in hand to hand combat.
roll, the entire army are
considered to have been put to What is the effect of Wire?
flight, and must withdraw from the Only foot and Tank units may enter
board at the fastest rate they can wire. Tanks use half their
manage. movement to cross wire, and
immediately crush it for a width of
Note: Stand alone games and one base. Foot troops must stop
scenarios can be considered at an upon entering undamaged wire. In
end once an army is put to flight, subsequent action segments, they
but executing a withdrawal is may attempt to get off the wire. On
important when the battle is part a roll of 9-12 (2d6), they are placed
of a campaign, such as a Beyond on the far side of the wire. They
the River Don campaign. may not perform any other actions
while on the wire. Engineers may,
while on the wire, attempt to cut
Specific Rules it. On a roll of 8-12 (2d6) they
succeed. Treat the wire as if a tank
crushed it.
These rules are only used in
particular types of scenarios:
That’s It Comrade! Good Luck, and keep an eye out for any pesky
Makhnovists!