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Red Actions!

Red Actions! (2 Edition) nd

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.

In the name of the Socialist


Republic, the Council of People’s
Commissars calls upon all Soviets,
all conscious workers and
peasants, all honest citizens who
are devoted to the people’s cause,
to redouble their efforts in the
great work of safeguarding the All that is needed is that, in these
independence and freedom of our dark days of calamity affecting the
country. whole people, all true sons of
Revolutionary Russia shall have no
Red Actions!
2
thought, no desire, no commitment 15) Night Battles & Fog
but the salvation of our blood- 16) Artillery
drained homeland. 17) Buildings
18) Flight & Victory
Let there be no wavering, no
doubts! Work, order, perseverance, Specific Rules:
discipline, self-sacrifice—and we A) Trenches
shall triumph! B) Capturing & Moving Objects
C) Setting Fires
-Leon Trotsky. March 21, D) Aircraft
1918 E) Engineers and Grenadiers
F) Armoured Trains
G) Exhaustion
The evening gloom grew darker H)Surprise
and more ominous, I) Brigades, Objectives and
Depriving us of our guiding lights, Orders
The people laughed at us,
Laughing at our belief in God. Appendix:
And then, against the dark and Designers Notes
violence, Scenario Generation
Amongst the cowardice, lies, Scenarios
slander, Troop Cards
Spreading their mighty wings,
Flew the eagles into battle. White Reactions notes

-Pronim, Drovdovets from the PREFACE


7th Howitzers (White Army) None of our other games have
elicited as many questions over the
Table of Contents years as Red Actions. Who’d have
1) Introduction & Summary of thought that the game we began to
Play develop on a lark, for “internal
2) Definitions usage only” would become so
3) Sequence of play popular? Not us. But it now seems
4) Company Organization that half the traffic at our Yahoo
5) Company Characteristics group has concerned RA… and
6) Officers usually over the same bits we
7) Actions messed up on.
8) Movement and Formations We have therefore decided that the
rules of our little game needed an
9) Morale & Fear
overhaul. Now perhaps we’ll have
10) Shooting
some new RA questions to answer.
11) Charging
Please continue writing,
12) Hand to Hand Battles
Comrades! The Revolution must be
13) Routing, Pursuing and
Perpetual!
Rallying
14) Ambushes
Red Actions!
3
NOTE for the .doc file version only: on some command and control
Once sufficient feedback has been rules that also changed the
gathered on this revision, a new dynamics of the game dramatically.
PDF booklet will be produced and The ability to act during you
issued. Also, all the most recent opponents turn draws all players
rewritten or new sections in the into each turn.
rules are in red text, for old hands.
First the idea of CPs is pretty
SPECIAL NOTE: common, it takes a CP to do
Probably the best spot on the something, and if you act with one
Internet for gaming the RCW is of your companies during the
Pygmy Wars. Whether you are a opponents turn you are acquiring
beginner or a veteran, you can get CP costs for your next turn, so
it all there, and very professionally what in effect happens is you can
done, too. There are large and force an enemy to spend his points
important Red Actions! resources prior to his turn in effect taking
available, including new troop the initiative. We also have things
cards, rules variants, scenarios like a unit can now move more
and Tables of Organization & than once if the commander has
Equipment for several armies. We CPs for it so if you have those
strongly urge you to check it out daring Cossacks with a good
at: http://pygmy-wars.50megs.com/ commander they can ride around
your flank faster than a White
ACKNOWLEDGEMENTS officer can say Bolshevik.
We would like to thank the legions
of gamers who sent in comments, We have also gone with a different
clarifications and ideas, many of take on the Terror markers, I
which went into the 2nd edition, realize this is counter to the
with special thanks to the guys at Captains preference but it works
HAWKs!, and particularly to Chuck for us.
Scholti for his editing of the rules,
Mark Plant for his scholarly help, Two things have been added
and… for tireless faithful service First CPs. Each “regimental
over the years- Commissar Steve commander” gets from 2 to 5 CPs,
Turn. based on the roll of an average die
plus the commanders own
White Re- modifier.

Actions! The Turn sequence has changed so


now one side is the activate player
he acts with all his units then the
opponent acts with his. We have
Well I love the rules but hate the also added to this the ability to act
card/unit activation sequence. with your units during your
What we have done here at the opponents phase. However, this
Danish Kreigspil Club is we tacked comes at a cost, this cost is CPs
Red Actions!
4
that you must then pay for during 3CPs he decides to use it moving
your next turn. So you can be so one full move and then will fire
busy reacting to your opponent fire. The White player decides to
that you cannot do anything during try and react to this by returning
your turn. fire, only one of his units can
return fire so he rolls a d10
The ability to react is based on the against the reaction number of 7
units reaction number (new to the he rolls a 6, however since there is
game). You can also repeat actions +2 modifer for each CP the roll
(with the exception of firing) becomes and 8 so he can not fire,
during your phase by using CPs. he also acquires the second CP.
Your ability to react to the
opponents actions will also be Now it is the White phase, he rolls
based on the units reaction and rolls a 3 with no modifer to his
numbers. roll he is in trouble. He has one
unit with no CP to pay for but his
Here is an example of play. other two units have one and two
respectively. He does have some
First phase. A Red regiment rolls options, he could use all the CPs
to see how many CPs it has, it rolls on the unit that did not react last
a 4 on an average die, the enemy turn, he could use pay on
commanders modifier is a +1 so CP for the unit with 1 CP, which
the formation has 5 CPs. He sees removes it then he could fire with
that two of his three units are that unit or move, or he could use
close enough to fire so he uses 2 CPs to remove all CPs form the
1CP to fire both companies (they unit with 2 and then fire. So the
are within his command span and Red side has really taken the
fireing at in the same direction at intiative from the White player and
the same targets. The White he can only really react to the
commander decides to react to the Reds actions.
fire. He has two companies facing
the Reds, the reaction number on 1) Introduction &
both units is a 7 so the gamer rolls Summary of Play
a d10 for each unit one rolls a 5
the other an 8. So the first unit can
Intentions:
fire back at the reds. Both White
The original intentions of the rules
units Aquire 1CP. Now he rolls his
writers have been to use this set to
reaction d10 again, to see if it is
broadly simulate small actions
simultaneous or if he fires after
(involving a few companies and
the Reds. He rolls an 8 which
some modest support weapons)
means the Red fires first and
which might have taken place
calculates any damage done, then
during the Russian Civil War and
the White unit rolls for fire effect.
associated regional conflicts in
Poland, the Baltic States, and
Now the Red commander decides
some former parts of the Austro-
to move the third company, he has
Red Actions!
5
Hungarian Empire, from around not proportional for larger armies.
1918- 1922. The rules, charts and They are also not true army lists,
card values have been balanced as they do not reflect the actual
for these conflicts alone. Players average amounts of assets
should keep this in mind if they available to historical formations.
plan to use these rules for other Few small battlefields of the time
conflicts (such as WWI saw tanks, bombers and trains
engagements), or for larger show up to fight- but we’re pretty
battles- for which they were not sure that most gamer’s boards will
designed. They should also note be covered with them. Chacun à
that while we have been greatly son gout.
concerned with historicity, a good
amount of stress has been placed These rules were written primarily
on playability and enjoyment. for 15mm figures, but should work
for any. Each inch is around 25
Scale: yards, each turn a few minutes.
The basic unit of the game is the For Basing, we standardized
platoon, which is composed of our single platoon stands on a
somewhere between 20-50 Red 30mm x 15/20mm rectangle
Gangsters or White Interventionist with 2-3 foot figures or 2 horse
Dupes. We use the term company figures on it. Weapon stands
to cover the next administrative can be a variety of sizes suited
level, composed of several to the size of the model and
platoons, somewhere between 150- crew figures required.
250 men. The overall commander Any similar system will work
of a side is called a Colonel. Our fine.
typical forces lists include troops
for all the sides we could count in Ranges of various weapons shown
Russia including Reds, Whites, represent the actual effective
Greens, Mensheviks (mostly near range based on those handling
the Black Sea), Ukrainians, them. Thus Red Conscripts have
Independent Cossacks, less range than an Officer’s
Interventionists, Poles, et al. company, using the same weapon.

We couldn’t include all possibilities Summary of Play:


(particularly support weapons for Player can make up a scenario or
all sides, although others have use our scenario generator for a
endeavored to try), as we’d need game. After setting up the board
about 100 individual troop types to and choosing forces, these are
do it right. As it is we have Sailors, organized into companies with
Chekists, Partisans, Cossacks, Red officers and a Colonel is provided
Guards, Officer companies, for the whole force. Players then
Uhlans…I’ll stop there. It should set up their troops per the
be remembered, however, that the scenario requirements, and play
lists are meant to be typical forces begins.
for small engagements, and are
Red Actions!
6
At the beginning of each turn, rally, each succesfull rally removes
roll one die add or subtract one and only one Terror marker
overall commanders mod, the
higher number has the 2) Definitions
initiative and can decide which
side activates first. CP command points. Each
commander must roll an
Different troops are good at average die at the start of his
different things. Each platoon has side’s activation. That number
peculiar characteristics shown on with the commander’s number
its card. Storm troops can push as a modifier is the number of
forward while others hold back. CPs the unit has. This is done
Partisans gain advantages in rough for the “battalion” commander
terrain. Specialists are self- which is commanding a
motivating. Some troops are afraid number of companies.
of others and suffer adverse (Company commanders do not
morale modifiers when facing get CPs)
them.
Action: an activity taken (by the
In addition each unit is choice of the owning player) by a
assigned a combat value from 5 company.
to 9 this number is used to Action Segment: An action
reflect the units ability to react segment is not the same as an
to changing siturations on the Action Phase. The active side
battlefield. This number is will start moving all its units
rolled against to determine starting with the closest
various things the most formation to the enemy.
important is the ablity of the
unit to react in the enemys Reactions: An enemy unit can
turn. The number or less with react to the enemy in the
modifiers must be rolled with enemys turn, this is done by
one d10 to be successful. first seeing if the unit is able to
by rolling its intitavie number
Companies can accumulate Terror d10 (This is modified by Terror
markers from being shot at or in markers) or less, then it can
melee. Once a company has react see below. This reaction
more Terror markers than will cost the unit 1 CP per
Platoons, they will recive a pin action if it succeeds or not.
counter. -- so keep an eye on your Which must be paid for in that
smaller companies. Terror markers units next turn, before the unit
can be removed by paying one CP can do anything else. I.e. so if
to remove one terror, any a unit fired twice in the enemys
remaining Terror markers can then turn then it will have cost that
be Rallied (roll to Rally) for each unit 2 CPs. When the unit gets
CP spent the unit may attempt to its next activation it must first
Red Actions!
7
pay 2 CPs before it can do be targeted if the unit spends one
anything. extra CP(this represents the
commander personally directing
Reaction Number. A number the fire against the MG)
assigned to companies to
represent its training and Officer: Either a Captain (who can
experience, the higher the command a company) or a Colonel
number the more able the unit (who commands all the companies
is, this will also affect its ability of a side). Their abilities affect the
to react to the enemy. Units company they command, and in
that have bad commanders and the case of the Colonel, the army
little experience will have a low in general. If using the optional
Reaction Number units with command rules, one Captain in a
good commanders and lots of brigade is nominated as the Major
experience will have high (see below). Their abilities affect
numbers. Low 5 High 9 the company they command and
the army in general. Some Red
Consequence: the result of a officers are Commissars; with
morale test. special rules relating to them (they
are identified by the gold star with
Turn: Each side has its a “C” in it, at the upper right
activation phase. corner of some Bolshie officer
counters). The number modifer
Platoon: The basic unit in the on the commanders counter
system, representing a specific will be used as the units
type of soldier in a group, depicted modifer, this will affect all
as a single stand of figures. roles for morale, and reaction
Several platoons make up a rolls etc.
company. Weapons (like MG’s and Company Characteristics: Some
Guns) and vehicles are considered types of companies have
platoons, but are never grouped characteristics giving them special
into companies. MGs can be abilities.
attached to a company, it then Leader Characteristics: Officers
suffers the same effects that the can have a morale bonus, and
company recives This would be company characteristic. These are
Routs, Retires and Pinned. In shown on their counters.
addition for each terror the parent
formation recives shift the fire of 3) Sequence of Play
the MG 1 column. 1) Determine Advantage: Both
players roll 1d6, adding
An MG that is not attached to an overall commanders modifer,
infantry unit is considered a indicated on his counter
separate unit and can be fired at 2) Order and Objective change (if
separately if it is beyond 2” of Command rules are used- see
friendly infantry units. If the MG Appendix I). Colonels may
units is within 2” than it can only attempt to change objectives,
Red Actions!
8
and Majors may attempt to after they split- so a company with
change orders. one Humiliation counter becomes
3) Action Phase: First one side two companies each with one
acts with as many or few of humiliation counter on them.
its units as it wants then the
other side acts. (Beware -- the smaller the
4) Company Organization company the easier they with
rout [Ed])
Comrade, what makes up a On the turn they divide, neither
company? company may perform any other
Proletarian, I will illuminate you. action (other than Recovering). A
Companies are composed of new officer is randomly chosen to
platoons and an officer (although lead the new unit.
we are all equals!). The maximum
number of Platoons in a company Can Companies ever be
is SIX. Further, all of these combined during play
Platoons must be the exact same (and possibly form a
type (i.e. All Polish Uhlans, or all local Soviet)?
Freikorps infantry). Each Yes. They must be in contact at the
individual Tank, Armoured Car, start of an action segment. They
Tchanka, Artillery Piece and are considered one company. If
Machine Gun is considered an more than one officer is attached,
individual company for actions one of them is chosen to lead the
(Unless MG attached to a specific company. Any others are
comanpy) and may not combine discarded.
with others stands like platoons at On the turn they combine, neither
any time. Vehicles and crews do company may perform any other
NOT receive Captains, however. action than to Recover. If either
company has Humiliation counters
Tell me Commissar, can on them, these will be assumed by
Companies ever be the new company, to the higher
divided during play? amount of either original company
Yes Comrade. Companies can (Ex. One company has one
divide themselves in two as an Humiliation counter, the other has
action in an action segment. Any two; the new company will have
Officer attached chooses which two counters, and not three) Note
company to stay with, and the new that all of the company’s Platoons
company is considered totally must be of the exact same type.
independent of the other. If the Remember, there is still a
company has any terror markers maximum of six platoons.
on them, they must Recover from
Terror first, and may be considered
separate units at the end of that
action. Any Humiliation counters
will be applied to both new units
Red Actions!
9
See Engineers and Grenadiers
5) Company rules on how to acquire these
characteristics.
Characteristics
Units reaction number.
What is the effect of the various
This will vary depending on
characteristics listed on the
training, expericne etc, see
Platoon Cards? Are they
experience table. This is the
beneficial to the Revolution?
number that must be rolled
1d10 or less to be able to react
Partisan: Company receives cover
to enemy actions, also to see if
benefits, has no movement penalty
it fires before, after, or
in Rough terrain, and can detect
simultaneously to the enemy.
ambushes better.
Storm: Can forgo Retire results by
losing a stand instead. No Fear
check is required in this
circumstance.
Specialist: Can forgo Retire
results by adding a Terror marker. 6) Officers
Further, they are Self-Motivated.
They will always perform actions What are the types of Officers,
even if their Captain has a Mob and their functions? Aside from
characteristic. attending the Tsar’s dinner
Mob: Has difficulty with complex functions and taking bribes?
orders. In fact, it has difficulty with Captains are attached to a
any orders, except shooting and company directly (placed behind it
charging. Moujiks! The unit must on the tabletop), and can never
pass a reaction roll to move leave it, unless killed in action or
towards the enemy.. shot by Commissars. Colonels do
Skirmisher: Receives modifiers not possess a company of their
when fired at. own. They may, by moving onto a
friendly company, act as a Captain
The following characteristics do while still attached to it. Any
not appear on the cards, but can original Captain remains with the
be allocated to units by special company, and takes over again if
rules (or because of Officer the Colonel leaves. No Colonel can
characteristics): take over a company lead by a
Engineer: Can cut wire. Also has Commissar unless he himself is a
an advantage when attacking Commissar (Commissars Officers
blockhouses. are those Red Officers with little
Grenadier: Has a hand-to-hand gold stars on them). Also, a
combat bonus and can fight Colonel cannot take over a
armoured vehicles. company from a Captain leading
troops of a different nationality
(example- in a White Army, the
Red Actions!
10
Colonel may not take over a choose randomly from amongst
company of Czechs or these delightful fellows alone.
Estonians, unless the scenario
states that he is himself of that What is the Effect of Officers,
nationality). Each platoon card and what are the
has the troops’ nationality listed on characteristics that appear
it. Colonels also affect the on their counters?
performance of the entire force Many Officers can have a
under their command with their characteristic on his counter
morale bonus, whether they are that affects the company he is
directly in contact with these units with. Captains can add a
or not, except for troops of a morale bonus, a company
different nationality. characteristic, and can be
Clever. Colonels can possess
How are Officers chosen any of these, and his morale
randomly at the bonus applies to all troops on
beginning of a scenario? his side.
By birth?
Scenarios can specify a particular How does an officer’s morale
Colonel is present. Otherwise bonus work? By the
when choosing a Colonel, two ostentatious display of
Officers are drawn and one is medals?
chosen, the other is put back. For Officers may have a positive or
each company, a Captain is drawn negative morale bonus, which is
which is placed behind the added to all of a company’s morale
company. Although artillery, MGs numbers, either increasing them
and vehicles perform actions as or decreasing them. Colonels add
companies in themselves, they are their morale bonus to all
considered support groups and do companies on his side, regardless
not get a Captain of their own. No of whether he is currently attached
Captain may ever be switched with to them or not. Note that morale
other companies. See the Nation bonuses are cumulative. In the
Force Tables in the Organizational case of a Colonel and a Captain
sheets for special rules. Since a (who is attached to his own
Major (used with optional company) both having a morale
Command rules) is actually a bonus, both are added and applied,
Captain of an existing company in the Colonel must be within 12” and
a brigade, they are not chosen line of sight for this to apply.
separately.
Note: Red players must not include Example: A company has a
Commissars in the mix when Captain with a +1 bonus. Their
choosing officers at start. These Colonel, also a +1, will add his
appear and start “unpromoting” bonus to any morale number this
officers when required. However, unit might need to roll against, for
any Cheka companies at start a net +2 modifier. However, if the
Colonel had been some traitorous
Red Actions!
11
lay-about with a -1 modifier, the officer must roll for CPs as if it
net bonus would have been 0 (-1 was his turn.
added to +1= 0). 4) If the roll to activate is failed
then he losses his next turn!
Commanders have a command
range of 12” their bonus only Can an Officer be shot for
applies to units within this failing to do his duty?
distance, however Command The Red ranks stink with political
Points CPs can be issued at over officers. Any Captain
12”, however, this cost double the leading a Red Mob that
normal CP cost. refuses to perform an
action may be shot and
This number will also affect the replaced by Commissar if it
number of CPs the unit recives. fails its activation roll to
That is their bonus is added to move towards the enemy,
the Average die roll to roll 1d6 again. On a “6”, the
determine CPs. officer is shot. Place a
Terror marker on the
What is the effect of an Officer company, and replace the
being Clever? Aside from Captain with an available
Promotion? Commissar. No Fear morale
A Clever Officer can do one of the check is required. (NB -- No
following during each turn: roll is required if a Cheka
1) After the enemy has chosen a unit is within a move
company to act, but before it distance to the Mob’s flank
does, he may attempt to or rear.)
temporarily preempt it and act
with his own company. Roll 2d6. What is the effect of an Officer
On a 10-12, his company may being a Commissar
act immediately. After this, the (Hoolingan, you mean!)?
preempted company acts, and A lying Red Commissar will not
play returns to normal. Note relinquish his company to any
that a Clever enemy may not other Officer except another
preempt a company with a Commissar. Further, a company
Clever officer from acting. led by one of these devils which
2) A Clever officer leading fails a morale test to charge gains
Partisans in woods doubles the a terror marker (from “examples”
range in which they can detect being made…). Commissars who
troops in Ambush. lead mobs do not shoot themselves
3) This per-empting will be based if their company fails to move- the
on reaction roll, which means unit gets a terror marker instead.
that any action must be rolled If the commissar is killed in action,
for and the result must be the unit will automatically rout
under the reaction number of (with some relief, I think…)
the unit, it does not get the -2
for consecutive actions. The
Red Actions!
12
Can Officers become 7) Actions
casualties? Even St. George’s What are the different actions a
Cross winners? company may perform
Yes. Whenever an Officer’s (presumably while singing “The
company receives a * combat Internationale”)?
result against it, or is involved in a A company may perform one of the
HTH battle, roll 2d6. On a 10 or following actions during its action
higher, the Officer is killed. Add segment of the turn:
three to the roll if the Officer’s If the unit reacted in the
company routs due to a lost HTH enemys previous phase and
battle. When an Officer is killed, expended CPs the CP cost must
place a Terror marker on his be paid prior to any of the
company. The company must following actions.
immediately take a Fear morale
check. After this the company then 1) Move, cost 1CP
randomly chooses a new officer 2) Shoot, cost 1CP
from the mix available. 3) Move then Shoot (at half
firepower) cost 1CP
How are Officers shown on the 4) Charge into Hand-to-Hand
tabletop, and can they Combat cost 1CP
move independently? 5) Recover from Terror cost
Holy Russia’s Officers are depicted 1CP
with their counter on the tabletop, 6) Attempt to Rally from Rout
behind their company. You may, if cost 1CP
you so choose, place a figure for 7) Perform Special Action
any Captain with a company, and (Take possession,
place the counter behind the Divide/Recombine
figure. Captains cannot leave their companies, Mount/Dismount
company (unless their supply of from horses,
Napoleon Brandy runs out), so Embark/Disembark from
they have no independent boats, etc.) cost 1 CP
movement.
Colonels however, can be Each action cost a CP. Units
represented by a figure (or just a may repeat actions but it costs
counter), and move independently. more CPs, the only action it
They move 10” per turn. Treat cannot repeat is a fire action. It
terrain as for foot or horse (He’s may only perform one in its
only a few guys!)- whichever is own phase. The exception is in
most advantageous. Note that the enemys turn when the unit
Colonels move during any action can fire as often as it succeeds
segment in which a friendly its activation roll.
company is acting. They do not
require their own action segment.
Red Actions!
13
8) Defensive Fire (against
Charging opponents only)
1CP each
9) Firefight (shooting when
shot at) 1CP each check to
see if fire simultaneously or
after the enemy has fired.
10) Ambush (see Section 14)
11) Retire
12) Rout
13) Pursue
Command Point COSTS
1 Activation 1 CP In response to the enemy the
Unit repeat same action +1 unit must roll its reaction
CP number or less on d10.
Response rating 5-6 +1 A unit gets a -1 mod for each
Second+ actions CP terror marker on the unit when
Response rating 7-8, Third +1 trying to respond to the enemy.
+ actions CP
Response rating 9 Fourth + +1
actions CP
Rally unit +1
CP
Remove 1 Terror marker
st
+1
CP Response to enemy fire COST 1
Remove 2nd + Terror +1 CP PER
Markers (rally test) CP Return Fire
Not in Command Distance 2x CP Unit rolls its Response number or
12” less then roll again,
Per Response to Enemy 1 CP Unit rolls its response number or
Action lower to fire Simultaneoulsly
-2 mod for second + Roll over response number enemy
Defensive fire against 1 CP fires resolved first
chargers Withdraw
Roll response number if lower unit
During your opponent’s action, his falls back ½ move and fire is
activity may cause your unit to reduced two columns on the fire
react and perform the following (if table.
applicable). Any reaction to the If result over response number
enmy must be declared and unit many not move or return fire.
then a successful reaction roll Withdraw only possible if unit is in
must be made, this costs 1CP cover when fired at.
whether the unit succeeds or Response to enemy Move Cost 1
fails. CP PER
Opportunity fire, roll response
Red Actions!
14
number or less. Enemy must move
at least ¼ Move in LOS. The commander may use
Close range only! CPs to act as die roll
Respond by Moving within 12” and
modifiers. Each CP will
on flank of the unit. Roll response
number -2 mod. Unit may move count as a +-1 to the die
upto ½ Move roll,

All units (or any number of


Example. a Red Conscript companies) of a Battalion may use
company is facing two the same CP for the same action if
companies of Whites, the white the unit
units fire one at a time, the Red 1 Moves in the same direction with
Conscript wants to fire back so the same facing and the same
it must roll its reaction amount of movment.
number, which it succeeds for 2 Fires at the same target
the first attack, this costs 1CP. Other activations must be paid for
The unit then rolls to see if it on a unit by unit basis, also Rally,
fires simultaneously or after or Removing Terror markers must
the white, this is done by be paid for by company.
rolling its reaction number
again. It rolls under its The following may occur during a
reaction number so it fires turn but are not considered
simultaneously to the white. actions:
The next white unit then fires, 1) Morale Tests and their
the Reds want to react so roll consequences (except for
against their reaction number Retire, or Rout)
with a +2 (second time in a 2) Test to rally from Pin
turn) it fails and cannot return 3) Clever Captain test
fire, however it still costs 1CP.
So now it is the reds turn, the Who can perform what actions,
conscript unit wants to move and when?
away, but it has 2CPs, the In our egalitarian society,
Battalion commander only has everyone! First one side moves its
3 CPs one of which it uses on units paying CPs for each action,
another unit to fire and so the the non acting player may react to
red player must use 2CPs to actions by the acting side, this is
pay for the units previous fire done by rolling the units reaction
leaving them with out CPs so it number and then paying CPs for
cannot do anything this turn. this.
Note that if the White unit
wanted to have all units fire at Will a company always perform
the same time then the Red the actions without hesitation?
unit could only respond with Sadly not, comrade. A company
one unit. with a Mob characteristic can only
perform certain orders without
Red Actions!
15
hesitation. These are to charge often as it wants (the reaction
and to shoot. They will also move roll is modified by +2 for each
away from the enemy if asked to. prior CP the unit has. So the
Any other actions require a Check more it shoots the harder it
against its reaction number. (NB – becomes and each “fire” costs
If a Red Mob, no roll is required if 1CP
a Cheka unit is within a move
distance to Mob’s flank or rear.) If 3) If a morale test brought on by
the unit fails its Reaction roll the enemy action causes the testing
company will remain in place and company to face Consequences,
perform no action other than they will execute them
shooting. This may have immediately.
consequences for the Captain. See 4) Reaction to enemy movement
the Officers rules. An enemy unit that moves on
the friendly units flank and
Also units reacting to the within 12” the unit may attempt
enemys actions must succeed to move by rolling its reaction
in its reaction roll in order to number with a -2 mod
be able to fire or in some 5) Fall back due to fire. Only if the
instances move. unit was in cover

At what time are routs, HTH


combats and similar actions
executed? Is there a special
phase?
No. They are performed in What happens to all those CPs
sequence as regular actions payed to react to the enemy?

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
Red Actions!
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?
Red Actions!
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).

How does terrain affect various


Platoon types?
Red Actions!
18
9) Morale How does one take a Morale
What can cause a company to test?
take a morale test? White On each Platoon card are the
Oppression? Success numbers for each type of
A company must test morale of the test. Roll 2d6. If the number is
type shown for the following equal to or lower than the
causes: Success number, then the test has
1) Charging an enemy (Charge) been successfully passed. Failure
2) Being charged (Fear) to pass brings on Consequences
3) They are Ambushed (Fear) (see below). NOTE: All morale
4) Lost a Platoon for whatever rolls fail on an unmodified 12 die
cause (Serious) roll. Morale checks are modified by
5) Suffered a Serious or a * the following:
result (Serious)
6) Attempting to rally from Check which ones get penalties
Rout (Rally) for terror markers etc.
7) Attempting to remove a
Pinned marker before 1) Their officer’s morale bonus
moving (Rally) 2) Behind works: Any troops
8) Losing their Officer as a behind Earthworks, in a
casualty (Fear) Blockhouse or in a Trench
9) They are gassed (Fear) receive a +2 to their base
10) Interpenetrated by morale numbers
Routing friendly unit (Fear) 3) Testers with enemy in
11) Suffered a Destructive flank/rear: Troops with an
Fire (**) result (Fear) enemy within 12” to their
12) Remove Terror markers flank or rear receive a -2 to
(Rally) their base morale numbers
4) Terror markers see above -1
Each Terror marker will count per
as a -1 to the following tests. 5) The commander can use CPs
1 Charging and enemy to as a +- modifier to all
2 Being charged tests.
3 They are ambushed
4 Lost a platoon What are the consequences for
5 Suffer serious result failing a morale test? Aside
6 from shooting stragglers?
7 Attempt to remove pin This depends on the type of morale
marker test as shown below:
8 Losing their officer Failed Charge test: Company
9 They are gassed may not charge enemy this
10 Interpenetrated by routing turn
friends Failed Fear test: Rout
11 Suffered Destructive Fire. immediately. Place a humiliated
marker on the company.
Red Actions!
19
Failed Serious test: a Humiliation marker. However,
Immediately Retire you’d still need to check for the
Failed Rally from Rout test: officer casualty. If he also croaked,
Continue Routing. Note: that any that would mean another Fear
company that fails a morale test by test- but in this case, you think
more than two or rolls a natural you’d needn’t bother- what’s
“12” is considered dispersed and worse than a rout? Ah, don’t
removed from play. If closer to an forget- if you fail another Fear
enemy company than a friendly test, that’s also another
one they surrender and become Humiliation counter! With this sort
prisoners. of luck, Comrade, you’d be better
Failed Rally from Pin test: off as a deserter- even the Cheka
Remain Pinned can’t catch all of them!
Failed Rally Terror Marker, no
effect but still costs 1 CP How does a company
accumulate Terror markers,
If I receive two or more morale and what is their effect?
tests at the same time, which Terror markers (T) are placed on a
one do my men take? company due to Shooting and HTH
All of them, you unfortunate battle results, and when
animal! Multiple tests can occur ambushed.
from a number of actions,
reactions and consequences. All Also, each Terror marker on a
are taken as they occur during an company reduces its number of
action segment, but it is the worst platoons counted for HTH and
consequence that is performed by Shooting total by one. Thus a four
the unit. platoon company with a Terror
Example: Say your cowards are marker on it counts only three
getting shot at by a company who platoons. If the number of Terror
is firing on the 25-35 column of the markers equals the number of
Shooting table, and the devils roll platoons, a company may not fire
a 12- Lose Platoon**. First you’ll or charge, and counts only one
lose a platoon and take a Serious point per platoon in HTH. MGs and
check. Let’s you fail this; normally artillery crews must receive two
you’d retire- but you have other terror markers to rout. Further, for
results to check before you do each Terror marker on it, subtract
that. That’s because you’ve also one from a company’s morale test
received a Destructive Fire result numbers.
(**), which means an immediate A company with more Terror
Fear test as well, followed by an markers than there are stands
Officer casualty check. If you fail will recive a pin marker.
the Fear check, its result, being
worse than the failed Serious How does one get rid of Terror
check (certainly a rout is worse markers, Comrade?
than a mere retirement), you’d A company may choose as its
forgo the retiring for the rout, and action to spend CPs to recover
Red Actions!
20
result from a Hand-to-Hand
You can use one CP to remove combat. See also the Night and
one Terror counter. After that Fog, Surprise, and Exhaustion
each terror marker must be sections.
rolled for at the cost of 1CP per Note: As units receive Humiliation
roll. MG stands will rout when markers EACH time they fail a
they recive 2 terror markers fear test, they will accumulate and
but only if they are more than eventually overwhelm them. Be
2” away from formed troops warned!
other wise they act as the unit
they are attached to. What happens when I get more
than one retire result in a turn?
What is the effect of a Pinned Any subsequent Retire results a
marker, Comrade, and how unit receives after the first one
does one get rid of it? become Pinned results. The unit
A Pinned marker (P) remains on a does not move again this turn. If
company until it attempts to move there are any subsequent
toward the enemy. At this point it retirements that turn, either from
must take a Rally test. This is not fire or as a consequence, each
considered an action. If it passes, becomes a terror marker instead.
the pinned marker is removed, and
the company may move and act Why do Machine Gun and
normally. Otherwise it remains on Mortar detachments have no
the company, and it may only Rally number?
retire, remain in its current Machine guns and Mortar
position or fire as an action. A Detachments that Rout are
company may never have more considered lost.
than one Pinned marker on it.
While Pinned, a company is 10) Shooting
considered to be Evading (see Who can shoot? Aside from
QRS). firing squads?
Any company that has a Shooting
The commander may use CPs value and line-of-sight (LOS) to an
to act as die roll modifiers. enemy company can shoot. Only
Each CP will count as a +-1 to the first two ranks of stands in a
the die roll. deep formation may fire. (The third
rank of a column and beyond may
What about those Pesky not fire.)
Humiliated markers?
They function just like Terror OK, Comrade- can troops Move
markers, except that a company and then Shoot?
cannot recover from them; your Of course, little Prole; however, if
shame will follow you wherever you move first and then shoot, you
you go! You receive them in a fire at half strength. I’ve seen half
number of ways, most notably your men trip over their own
when failing a Fear test, and as a shoelaces when trying this sort of
Red Actions!
21
thing. This counts for everyone, dislike argumentative types…
even Armoured Cars and gulp…
Tchankas. Troops which have
moved and not fired, but which Units behind others.
must react with a firefight, in the Units that are 4” or less behind
same way fire at half strength. units that are fired upon will also
be hit, with a -1 Column mod.
What is the range of weapons?
What are Short and Long Can troops fire at a location
ranges? where they believe the enemy
Every Platoon has a card with the to be, but having not seen
range of its weapons shown. The them?
printed Shooting value is that for Yes, at half fire value. This is called
any fire the unit makes at a target Area Fire. The target need not
at half the printed range or less, reveal the effect unless troops are
i/e. at Short Range. If the target is forced into the open (Routing,
more than half the range number Retiring). Direct Hits by guns are
shown, it is considered to be at possible only on buildings in this
Long Range, and the Shooting case (see Artillery rules). Troops
total of the firing company is may merely fire at a building, or an
halved. Note that in fog or at area roughly the same dimensions
night, no long range shooting is as their own company’s stands.
allowed, and all short range
shooting totals are halved. (NB – Shooting at MG elements.
Although the Artillery cards can Elements of MGs my be fired at
show a range limit- such as 80”, separately when they are more
because of the small scale of then 2” away from other troops.
action, guns have no range If the MG is closer then they
restrictions, so no short or long may be targeted if the firing
range). Some cards, such as unit pays one CP for this the
howitzers and mortars have a unit must have a commander
minimum rage that they cannot with a positive modifier on his
shoot at targets within. counter.
If the firer has no CPs to target
What about fire arcs? (sigh..) a MG attached to infantry then
Companies roughly fire forward. the MG suffers one column
Guns also. If you must have a shift per terror marker.
specific fire arc, let’s say 45
degrees to either side of every How is shooting executed?
Platoon to be counted. Tchankas (How are the executed
have a 180-degree arc covering shot……?)
the rear of the vehicle. Use your Determine the Shooting total of
discretion and judgment, and for the company. To do this multiply
pity’s sake, don’t fight over it, the base Shooting number times
Comrades! Remember, Chekists the number of platoons in the
company. Then apply all modifiers.
Red Actions!
22
Artillery and MGs and have a modifier. Wheat fields, marshes
shooting value (which cannot be and similar terrain are treated at
combined, ever); Artillery as well light woods for visibility. Corn and
having the possibility of a Direct Cane may be higher than the
Hit (see Artillery rules and QRS). heads of soldiers, so treat them as
deep woods.
See the Quick Reference Sheet
for the Shooting Table. Results: 11) Charging
Retire = Target company
immediately makes a Retire move Who can charge whom?
(unless in a Firefight, then it 1) Horse can charge any troops
retires after all Shooting results): except Tanks and Armoured
Foot 3” Full normal move, Horse Cars.
and non-mechanized vehicles 6” 2) Foot can charge any except
Full Normal move. It may not act horse. Tanks and Armoured
again this turn. Troops in Hard Cars.
Cover (except Mobs), Buildings or 3) Tanks and Armoured Cars can
Trenches ignore. charge any except other Tanks
Terror = Target company has one and Armoured Cars.
Terror marker (T) placed on it. 4) Tchankas, Machine Guns,
2xTerror = Target company has Mortars and Artillery cannot
two Terror markers placed on it, charge any.
and a Pinned marker.
Lose Platoon = Target company When can a company charge an
loses one Platoon and takes a enemy company?
Serious morale test. Then place a A company can do this during its
Pinned marker on it. action segment if it can meet the
* = Target company checks for following criteria:
Officer Casualty. 1) It is not itself routing.
**=Destructive Fire. Target 2) The target company is within its
Company takes a Fear morale test, move distance, and in plain
and Check for Officer Casualty. sight (not blocked by other
regiments or terrain) and in
How do Artillery and Tank guns front of the unit within its
fire? “drift” (20 degrees).
See the Artillery rules. 3) The target company is not
behind a high wall or parapet,
What about visibility? or across terrain impassable to
Discretion should be used, but it is the charging company.
safe to say that any troops inside
deep woods but just at the rim are How does it execute a charge?
visible. Within deep woods Cossack style?
visibility is only 2”. In Light woods, First, the attacker must take a
troops can see about 6”. Only Charge test (Charge). One CP
visible troops can be shot at must be payed for this action. If
without incurring the Area Fire
Red Actions!
23
it fails, the charge fails and the If a company is charged at an
unit does not move (this is still angle (less than 90 degrees, simply
considered its action however). If turn some of the platoons to face
successful, the receiving company the attackers.
then must take a Receive Charge
test (Fear). If it fails, the defending 12) Hand-to-Hand Battles
unit immediately Routs and no Who can fight in HTH battles?
HTH battle ensues (no pursuit What part of a company
either). If successful, the defender is included?
holds, and the attacker is put in Companies which have charged or
contact with them and HtH combat been charged and passed their
ensues. Move the company into morale tests. All of a company’s
contact with the enemy company platoons are counted in the battle,
(so that they are as evenly whether or not they are in direct
distributed against each other as contact with the enemy company.
possible). All stands do not have to
be in contact to count. If both the What happens when a company
target and the charging company contacts an enemy company in
are Horse, the charged company the flank?
may meet the chargers half way If a company is charged in the
(unless they were charged in flank flank its HTH total is quartered. All
or rear). platoons are turned to face their
foe unless already engaged in
Can the company being HTH. Place a Terror marker on it
charged shoot at the charging immediately.
company?
Yes, unless is has already fired this What happens if a company
turn. This is called Defensive Fire. contacts an enemy company in
If it causes the attacker to retire or the rear?
Rout, the charge does not A company charged in the rear
continue, and no HTH battle surrenders and becomes prisoners.
ensues. Costs 1 CP for defender How (and when) are hand-to-
hand battles resolved?
Flank charges seem a little easy HTH battles are resolved
(with moves non-simultaneous). immediately after a charge takes
Are there any restrictions? place. Determine the HTH total of
Yes. A company must be totally the companies involved on each
behind (or reasonably so) the line side. To do this multiply the base
stretching across the front of the fighting number times the number
target company (at the start of its of platoons in the company.
action segment) to be able to Determine the ratio of the two
charge its flank. Otherwise it must attacking forces then refer to the
charge its front. The same is true Hand-to-Hand Combat Table on
for charging the rear. It must be the QRS. (NB – there is no
facing the rear of the target at the “attacker” and “defender;” rather
start of its action segment to do so. determine who is the Stronger or
Red Actions!
24
Weaker. The attacker still rolls the 2) They are defeated in HTH
die.) combat

Results: When do they Rout?


S= Stronger, W=Weaker A rout is a Reaction. It occurs
S or W/Retires = designated Side immediately after the
retires and places two Terror Consequence is determined, and
markers on company. before any other actions are taken.
S or W/Humiliated = The On subsequent turns, the owning
designated side places a player may use an action to
Humiliated marker (H) on attempt to rally a routing unit; if it
company. Treat as a Terror marker fails, the unit continues its rout for
that cannot be rallied. Otherwise that action. If no attempt is made,
treat as S or W/Retires. then the unit continues its rout
S or W Defeated = designated after all actions have been
Side loses two Platoons and completed.
survivors rout!
*= Target company also takes a
Serious Test, then checks for How do they rout and what
Officer casualty. affect do they have on friendly
companies?
What happens if both sides As best as possible, they must
have equal strength? Who then move Units move double their
counts as stronger? normal move straight back away
If both are equal, the side who’s from the enemy company that
action initiated the charge that caused them to rout, facing away
started it all. from the enemy. If there is an
enemy company in their path they
What happens if a company is will surrender (and replace all
charged by another company, platoons with prisoners objects). If
after it has already been impassable terrain blocks their
involved in a HtH combat in the path, the company is considered
same turn? destroyed and removed. If a
The Company previously engaged friendly company is in their path
cannot count as formed, and only within their normal move, they
count half its available platoons in pass through it, causing the
its total. friendly company to take a Fear
morale test.
13) Routing, Pursuing & A routing company which is
pursued also gets to roll a 1D6;
Rallying a 4-6 adds 1” to the router’s
What makes a company Rout?
movement.
There are three causes:
1) A morale test Consequence that
Who pursues, and when?
requires the company to rout
Only Cavalry companies who have
caused an enemy company to rout
Red Actions!
25
in a HTH battle will pursue, and
immediately after their target has
routed- it is a reaction. They will What happen to routers who
follow the router’s path exactly, at leave the table?
their full up to double their normal They are considered destroyed.
move rate. Note that Foot never Pursuers must stop pursuing at the
pursues horse. table’s edge.
Pursuers also get to roll a 1D6;
a 4-6 adds 3” to the pursuer’s What happens if pursuers catch
movement. their prey…?
If this should happen, half the
How long do pursuers pursue? stands are destroyed (rounding up)
They may continue to pursue as and the other half are replaced
long as they choose, either hoping with prisoners, in the possession of
to catch up to the routers, or stop the pursuers. Any Cheka platoons
them from Rallying (see next captured by Whites are executed.
paragraph). Pursuers will halt if Any Coloured or Officer platoons
they move within 2” or an enemy captured by the Reds receive
company that is not engaged in similar treatment. That’s what
HTH or in Rout. spiffy uniforms get you, Comrade.

Who may Rally? 14) Ambushes


Any routers who are unpursued or
have more than their full move When does a company lay an
distance between them and their ambush? Is a five-year plan
pursuers at the start of their action required?
segment. Ambushes must be laid during the
setup before the game begins,
How does a company Rally? either informing the referee, or
A company must pass a morale test using the Captain’s Feldmachink
using their Rally number. This will system, or any other, including
cost 1 CP Upon succeeding, they noting its location on a scrap
may choose any Formation or paper, keeping the company off the
shape, facing in any direction. If board (hidden!).
they fail, they must continue
routing that turn. If they fail by Where can an ambush be laid?
more than 2 or roll a natural “12” In any location where troops can
the company is considered be hidden, either light or deep
dispersed and removed from play. woods, in buildings, behind a hill
If it is closer to an enemy company or buildings or woods.
than a friendly one, they surrender
and become prisoners instead.
Any Humiliated markers the
company may have stay with them,
even after the company has
Rallied.
Red Actions!
26
How are ambushes detected? I
can never see those How are ambushes sprung, and
Makhnovists in time… what are their effects?
Any company may choose to scout An ambush is sprung when the
any terrain they suspect of hiding ambushing player decides to place
an ambush, once in their action his company on the table.
segment. (NB – This is not If the ambushers decide to charge
considered the company’s action.) an enemy company, they receive
The suspicious terrain must be the following benefits:
within 5” of the company in 1) They do not need to pass a
question unless they are Partisans, morale check before they
in which case, 10”. Roll 1d6. On a charge.
5-6 the ambush is discovered. 2) They add 2” to their move range
Place the company on the table. An (due to surprise!).
ambush detected is no longer an 3) They cause the target to take a
ambush. Note that if a company Fear test.
moves around a corner of a terrain 4) One Terror marker is placed on
object and sees a company that the ambushed company.
was in ambush, the spotted If the ambushers only shoot, and
company may still in its action do not charge, then only 3) and 4)
phase spring the ambush on the above apply. Note that regardless
spotting company, if it fulfills the of how many companies fire on an
requirements below. In other ambushed company, the effects
words, the spotting company is remain the same as if only one did.
just as surprised as if the
ambushers were hidden in woods What about visibility?
or other terrain. They may only roll See the shooting rules.
once for the terrain in question.
15) Night Battles & Fog
When can Ambushes be
sprung? How are Night Battles and Fog
As a Reaction, an ambush can be handled?
sprung during another player’s Since sight range is radically
action, rolling the ambushers shortened at night or in fog, a
reraction number or less, referee is required, or perhaps the
providing that action was a move use of the “Feldmachink”-
that brought the company closer to (See the Captain’s homepage
the ambushing company and http://perfectcaptain.50megs.com/
within its charge distance or short captain.html )
shooting range if the ambushers The following effects are also in
only wish to fire. At this point, the play:
rest of the move is preempted and 1) All companies add one to
the ambusher’s charge or Shooting morale rolls.
attack takes place. Treat this as
the next consecutive action
segment of the ambusher’s side.
Red Actions!
27
2) All companies have one
Humiliated marker on them, IT will not have an officer however
which cannot be rallied it will have a reaction number and
3) No Shooting is allowed at more must roll that number or less to
than 3”, Artillery included. fire during its own turn. If the unit
4) Troops should be able to follow has a Support order it gets a +2
a road or river without getting mod to its reaction number.
lost. Otherwise troops moving
roll 1d6. On a 5-6 they will What actions can Artillery
“drift” one base width that turn, take?
either right or left randomly. They can only Move (move,
5) Troops are always in loose prolong, limber or unlimber),
order. Shoot (cannot Move and Shoot in
6) Companies coming within 3” of the same turn) and Recover from
a friend in the dark will fire at Terror. (NOTE: If Routed, non-
them on a roll of 6 on 1d6. mortar crews may still attempt to
16) Artillery rally and re-man the piece.) They
may not react fire due to enemy
Can an artillery stand (or movement or fire, that is they may
platoon) be considered a only act during their turn.
company?
Yes, in that it takes its turn What are the ranges of the
sequentially in the Action various artillery pieces?
segment. Although some Artillery cards
show maximum ranges, because of
What is the Organization of an the small scale of action, Field
artillery platoon? guns have no further range
An Artillery platoon is composed of restrictions, so no short or long
an Artillery piece, its horse team range. Some cards, such as
and its crew. No officer can be Howitzers and Mortars have a
attached. If its crew is separated minimum rage that they cannot
from its piece for any reason (rout shoot at targets within. Howitzers
or retire), it is treated as a Foot have no maximum range.
company (cannot shoot, HTH value
of one) until reunited with a piece. Can Artillery pieces move?
Crews can take control of any Unless stated otherwise in the
piece without a crew. Horse teams scenario, all pieces (except
(on separate stands, if you have mortars) have horse teams and
the figures for them) are always move at the rate shown on the
part of the piece and may not Artillery card. Pieces transported
move away from it. Mortar teams by horse teams must limber up as
take their tubes with them if they an action before they may move as
retire (like MGs) but are lost when an action the next turn. They must
routed. Their crews cannot be unlimber as an action before they
separated from their tubes. can fire. Pieces may change their
facing and fire in the same turn.
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28
Pieces may also be prolonged shooting results table. A gun that
(pushed) at the rate shown on the fires on such a company in LOS
card. They may not fire the turn first rolls for a Direct Hit. There is
they are prolonged. Field Guns and a Direct Hit number (see QRS)
Howitzers may, however, pivot up which it must roll equal to or
to 45 degrees and still fire that higher than on 2d6 when firing. A
segment. Mortars can fire in any successful Direct Hit destroys the
direction at any time. vehicle or causes an immediate
“Lose Platoon” result on others.
Artillery roll against their reaction After the Direct Hit attempt, the
number to limber, if successful firer executes a normal shooting
they then may move their full attack on the same target. If the
move. They do not get CPs target is not in LOS, artillery may
perform Area Fire, but no Direct
What is the effect of fire on Hit roll is possible; only the
Artillery? shooting roll is taken.
The only effects possible on
Artillery platoons are “Retire”, What is the effect of Artillery
“Lose Platoon” or “Terror”. These on Tanks and Armoured
affect the crew, never the piece. A Cars?
gun receiving a Direct Hit is Artillery still gets two die rolls per
destroyed along with its crew. shot; one attempt at a Direct Hit
Crews that Rout may man the and another roll on the shooting
piece upon rallying and returning results table. A gun which fires on
to it (except mortars). an armoured vehicle in LOS will
destroy it with a Direct Hit. There
What happens when Artillery is is a Direct Hit number (see QRS)
charged? which it must roll equal to or
The charging company must still higher than on 2d6 when firing. If
pass a Charge morale test. Field the vehicle is stationary or
Gun crews must pass a Receive immobilized, add 2 to the roll. If
Charge (Fear) test. If it does so, the target is an Armoured Car,
the Gun may fire on the charging after the Direct Hit attempt the
company (if within its arc). If it is firer executes a normal shooting
contacted by an enemy, the gun attack on the same target. A “Lose
crew is captured. Howitzers and Platoon” result immobilizes it, and
mortars immediately rout if causes it to be abandoned and
successfully charged. therefore considered destroyed.
(Since tanks are only affected by
Direct Hits, the normal shooting
What is the effect of Artillery attack is unnecessary.) If the
on infantry, cavalry, or target is not in LOS, artillery may
unarmoured vehicles? perform Area Fire, but no Direct
Artillery always gets two die rolls Hit is possible first.
per shot; one attempt at a Direct
Hit and another roll on the
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29
What about when firing on 17) Tanks, Armoured Cars,
buildings? and other Vehicles
Aside from regular fire effects,
when shooting at a building, check
Command of the steel beasts.
for a Direct Hit. A Direct Hit will
Vehicles will have a commander
damage and possibly destroy a
chit drawn for it (or picked per
building and troops inside. See
scenario). The number counts as
Buildings rules.
mods to its Reaction rolls, and
Fear checks.
How do “Direct hits” work? I
know we’ve already
Its will also recive a Reaction
discussed this, but I feel
number.
compelled by this
terrifying subject.
To move it must roll its reaction
When an artillery piece (gun) or a
number or less.
Tank gun fires at a target in LOS,
there is a chance it will score a
May move more than once but
Direct Hit. Roll on the Direct Hit
each subsequent move will have a
Table (see QRS) for every attack.
-2 to the reaction roll, it my fire at
A Direct Hit on any vehicle
any time, however if it moves it
destroys it. If an infantry or
will have a – column modifer to its
cavalry company is hit, it suffers as
fire, for each move it makes or
if it received a “Lose Platoon” hit
part of a move. In addition for each
on the fire table over and above
move ther is a 10% chance of
any damage caused by the
bogging down, so on the first move
subsequent Shooting value attack.
if he rolls a 1 on the reaction
A Direct Hit on a building can
number than he is bogged, on the
destroy it (see Buildings).
second move if he rolls a 1 or 2
then he is bogged etc.
How does indirect fire work, or
if I cannot see you I can still
Example, A Renult tank with a
kill you comrade.
reaction number of 7 decides to
Artillery may have an on board
move fast towards the commie
spotter, they must have a direct
bastards that are to its front. It has
line to the artillery. They pick a
a +1 commander. It rolls a 6 so
target and then roll to hit a d10.
moves once its full move, the
First turn fired hit on 1-4 there
player decides to move again, he
after +1 each trun fired at same
rolls with a +1 for commander -2
target. If miss then artillery moves
for having moved once and so
in the dirction indicated by the d10
needs 6 or less to move he rolls a
(which is like an arrow) that
2, boggs down. He decides to
number of inches.
shoot but since he moved only
once he has a – 1 column shift to
all weapons.
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30
Any troops who are charged by
How do Tanks and ACs Break Tanks or Armoured Cars which do
Down? They didn’t have not Rout from the receive charge
such machines in my morale test automatically Rout
Stanitsa… when contacted by the vehicle, but
Although we appreciate these gifts have a chance to damage the
from the Allied Powers, they break vehicle. Roll 1d6. On a six, the
down easily. Roll 1D6 whenever a vehicle is immobilized and may not
Tank or AC requires a Breakdown longer move, but may fire its
check (denoted by a * on the weapons. Grenadiers add 2 to this
Terrain effects Table). On a 5-6, roll.
the vehicle breaks down and may
not move anymore. They may still Do Tanks have any extra effect
fire their weapons. The Mk I-V may on a target?
cross trenches as well. Yes. Any troops fired on by a Tank
(within 18”) has one Terror marker
Some tanks and Armoured Cars placed on it over and above any
have multiple weapons and caused by the fire itself, unless it is
turrets? How does that work? in a trench.
Infernal devices!
Most Armoured Cars have turrets What kind of fire affects what
and a 360-degree arc of fire. All kind of vehicles?
Machine guns mounted on them Tanks are unaffected by all but
are included in the shooting value Direct Hits (see Artillery rules and
on their card, and can only fire QRS). Armoured Cars are only
once per turn. affected by Direct Hits and “Lose
The British Mark I-V are Platoon” results caused by normal
considered to have two sets of artillery shooting attacks or close-
weapons sponsons, located on range Machine Gun fire (other
either side of the vehicle. These results are ignored). A “Lose
tanks are considered to have a 180 Platoon” result immobilizes it, and
degree arc of fire with their guns, causes it to be abandoned and
and may only fire each weapon therefore considered destroyed.
once per turn. Note: even though Tchankas and other unarmoured
the Mark IV has two guns, it only vehicles are affected normally.
fires one gun each turn,
representing both of them. Female A result of 2 Terror causes the
versions (armed only with machine crew to take a Fear test, modify +2
guns) and the other versions have to die roll if no friendly infantry
a 360 degree arc. within 6”.

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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31
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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32
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:

A)Fortifications B) Capturing & Moving


Objects
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33
Can objects move? How? By prisoners unguarded in buildings
shooting around their require the capturing company to
ankles? perform a take possession action.
Yes. All objects have a move rate, Prisoners, sadly, can be eliminated
and (invisible) “drivers” that by any troops as an Action.
enable them to move as the owner Herds: Moving a company
wishes. They have no facing or adjacent (in contact) to them and
formation. Objects that are in base closer than any other enemy
contact with an enemy company, company may take possession of
even one that has not taken of the the Herd. They move at a rate of
object, cannot move until they are 4” per turn.
either no longer in contact or the Wagons: Are captured in the same
enemy has taken possession of manner as herds.
them. Note that ALL herds are
moved in the same action segment, C) Setting Fires
not in separate segments. All
objects have a move rate of 3” per Can my men set fires? We don’t
segment. want to be shot as
saboteurs.
How does terrain effect them? Any company can attempt to set
Wagons must remain on roads. buildings on fire. It must be within
Prisoners treat terrain as Foot, 1” of the building. Roll 1d6. On a
Herds as Horse. 3-6, place a Terror marker on the
building. At the beginning of each
How do they affect movement turn, add one more Terror marker.
of other companies? When the total or Terror markers
Prisoners have no effect on equals five, the building is
movement of others. They are considered uninhabitable and
effectively “not there”. Herds that effectively destroyed. Stone
are moved through or fought over buildings may not be burned.
by companies are scattered and Large buildings that have more
removed from play. Wagons are than one section (see buildings)
treated as if they were a piece of act normally except that after one
stone wall for movement and section burns completely, the next
defensive purposes, and cannot be section is considered on fire.
destroyed.
How can they be How can fires be fought? Must
captured/Change our unit Soviet vote on
ownership? this first?
Prisoners: A company moving Fires can be fought in the same
onto unguarded prisoners manner as they are set. Roll 1d6.
immediately gains ownership. A On a 4, one terror marker is
company that causes any enemy removed. On a 5, two markers. On
companies in contact with the a 6, three.
prisoners to retire immediately
gains possession of them. Any
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34
D) Aircraft 2) One Terror marker is placed on
the Target over and above any
How are aircraft represented? caused by the fire itself.
Aircraft are represented by a What about bombing?
single model on a raised stand. Fighters may make one bomb
When do they enter during a attack in place of a strafing attack.
scenario? Fighter-Bombers may make two
Unless stated otherwise in the such attacks, and Bombers three.
scenario, an aircraft will enter the It acts exactly as an artillery
area (and begin its three turn attack, including direct hits.
endurance) randomly. Roll 1d6
each turn. On a 5-6, the aircraft Do Aircraft have any extra
enters. effect on a target?
Yes. Any troops fired on by an
How do they move? It all looks aircraft (strafing or bombing) has
like witchcraft to me! one Terror marker placed on it
They do not actually move. They over and above any caused by the
may be placed on the board at the fire itself, unless it is in a trench.
beginning of the Action phase How often can an aircraft
when they enter. Upon choosing a attack during a scenario?
target, they are placed within 15” Unless shot down or damaged, an
of its target. Note that each aircraft may make one attack per
aircraft requires an action turn for three turns. They must be
segment of its own. This segment sequential turns -- aircraft have
always takes place after all other limited fuel!
land unit segments have been Are there any Anti-Aircraft
resolved (including any AA fire). units available? Please
Once it comes to the segment for say yes, Comrade!
the Aircraft to attack, it may adjust Yes. You can use any gun card (not
itself 15” to be right next to the Howitzers or mortars) to represent
unit it is attacking , pointing at it. an Anti-Aircraft gun. It has the
After attacking, the aircraft is same fire value and range, but can
removed. only be used on aircraft. Further,
before play starts, a player may
How do they attack? designate any Machine Gun
Aircraft have a shooting factor platoons as having been mounted
used to fire at their target. They for Anti-Aircraft fire. Such units
must be able to see it and cannot may not move during the course of
fire at troops in woods at all (due a battle and may only fire at
to the canopy) except in winter. aircraft. Also, Austin-Putilovs may
The attack is performed normally, fire at aircraft if they want (this
with the following exceptions: counts as an Action for them, of
1) If enfilading troops in a trench, course). Trains also may fire at
they receive no terrain benefit. them (see Train, below).
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35
How are aircraft damaged by platoon. For Freikorps or
ground fire? Landeswehr, or any
Any AAMGs or guns will fire on an Interventionists, the cost is only 1
aircraft within range before the point per platoon.
aircraft strafes or bombs any
target (as the aircraft always What kind of troops can be
attacks in the last action segment). made into Engineers or
The following results affect the Grenadiers? Surely not any
aircraft: Kulaks!
1) A Terror result means the Any infantry with a Storm or
aircraft breaks off its attack for Specialist characteristic.
this turn only. It does however
count against its three-attack Are the card values modified
total. for these troops?
2) A Lose Platoon* result means For Engineers no. For Grenadiers,
the aircraft is shot down. Add add two to their HTH value.
10% to the flight number of the Engineers count only +25 to
successful player! enemy total when attacking
Note that a given AA gun or AA fortifications.
MG may only fire at one aircraft
per turn. Direct hits are never F) Armoured Trains
rolled against aircraft.
What are armoured trains?
What happens if aircraft from What time does the next
both sides are on the one come by?
board at the same time? All trains come as a series of
If both sides have fighters or linked cars, of which there are
fighter-bombers on the board at three types: Engines, Artillery
the same time, they are both cars, And Other cars (tenders,
removed from play (assumed to be cargo boxcars, passengers, etc.
chasing one another off). That Engines are usually placed in the
turn’s attack is lost for both center, with any Other types on
aircraft. either side of the engine. Artillery
E) Engineers and Cars are always located at either
Grenadiers or both ends of the train.
Only Artillery cars can fire, and
There doesn’t seem to be any only Engines can provide
Engineer or Grenadier movement. Other cars have no
cards….? Have they effect on play, except to carry
deserted? troops; Troops may fire from
This is not an omission. If using a within the train, as if they are in a
points system, one company building.
(chosen before play begins) may
be considered Engineers or
Grenadiers at a cost of 3 points per
Red Actions!
36
single Artillery car may fire in 4
How do trains move? Does this Action segments a turn.
one go to Vladivostok?
Trains move at a maximum of 8”
along their rails. If they wish to How are trains damaged or
stop, they may only do so by destroyed?
halving their move each turn until Train cars may not be destroyed,
they are stationary. but they may be damaged by
(Example: a train moving 8” which artillery, aircraft bombs, or tank
wishes to stop will move 4” next fire, if the tank has guns on it.
turn, then 2” the turn after, then Mortar fire cannot damage train
one the turn after that. They are cars. The 37mm gun on an FT-17
fully stopped only on the 4th turn.) tank may not damage Artillery
To start moving again, they simply cars, but may still damage
follow the process in reverse. If engines.
they wish to move backwards, they Artillery cars may take three direct
observe the same process, but hits before they are considered
must first be fully stopped from damaged and may no longer fire
any other forward movement to do any weapons.
so. Engines may take three direct hits
before they are totally
Can you uncouple cars? immobilized. For each hit, they
Not in this game. lose 2” off their total move
allowance.
How do they engage in combat? When moving, use the “Vehicle”
Only Artillery cars may do so, and Direct Hit numbers for firing at a
troops within troop cars (see train. When stationary, use the
above). Artillery Cars are usually “Building” numbers.
situated at the front or rear (or
both) ends of a train. They are What effect does morale have
armed with either a 76.2mm or a on trains, and vice versa?
120mm battery, but not both. They Infantry fired on by a train treat
may fire at any angle except back this fire in the same way as tank
along their own lengths. They may fire.
only fire when stationary. Each Train engines roll their fear
artillery car is treated as it’s own numbers each time they receive a
battery, and may fire as such only direct hit. If they fail, the train
once per turn. must immediately try to retire off
Each Artillery car is also armed their friendly board edge. They
with MGs. Each car may fire these may not attempt to rally.
twice per turn, but only one per
side of the car per turn. They may Can trains fire at airplanes?
fire while the train is moving. Yes, each Artillery car is supplied
Along with AA MG fire against any with an AA MG. It may only be
Aircraft on board that turn, a used for AA fire.
Red Actions!
37
For a March surprise- The
G) Exhaustion surprised side sets up with each
company in column, with no
How do companies become platoons of a company closer than
exhausted? Not another 6” from the platoons of another
Ice March, I hope… company, contiguously (usually on
Companies may begin a scenario a road) The scenario special rules
exhausted per scenario special dictate where they set up on the
rules, or through a campaign- board, as well as where the
generated engagement. They also attackers setup (usually no closer
become exhausted when their than 12” from the nearest enemy,
army is pushed past its flight after viewing their setup).
number but has not fled yet (see
Flight & Victory). What is the effect on the
actions of a surprised
What is the effect of side?
exhaustion? Place a two humiliated markers on
Exhausted companies can be each company at start. Companies
dispersed by failing a regular fear may remove one humiliated
test by 2 or by rolling a natural 12, marker per turn as an action
as if it were attempting to rally (similar to Recover from Terror).
(see “consequences of failing a When they are fully removed, the
rally test” in the Morale rules). company may act normally. If an
enemy company moves to within
6” of a surprised company, it may
H) Surprise
act normally but may no longer
remove humiliated markers.
What is a Surprise? I mean,
aside from receiving any
back pay… I) Brigades, Objectives,
Some scenarios may dictate that and Orders
one side is surprised; either on the Command rules have been
march or in camp. included as an option for those
players that want to add a more
What is the effect on a side’s interesting and hazardous element
setup? to typical game play, as well as a
For a Camp surprise- The challenge to a player’s abilities.
surprised side sets up with no These cannot be definitively
platoons of company closer than 6” explained and detailed- discretion
from the platoons of another and good conduct MUST be
company. The scenario special utilized.
rules dictate where they set up on
the board, as well as where the Can we have a general overview
attackers setup (usually no closer of these rules?
than 12” from the nearest enemy, Players divide their armies into
after viewing their setup) brigades. Each brigade is given an
Red Actions!
38
objective, drawn on a piece of An objective is either a
paper in a simplistic manner (this geographical location (a wood,
is actually a lot of fun- be sure to ford, village, hill etc.) or a part of
compare maps after the battle. See the enemy army (a wing, a line,
example below). Notes should be even a troop type (such as
written on it for more detail; then skirmishing riflemen, dragoons,
each brigade is given an order etc.).
which dictates the mechanics of A brigade is constrained to work
what companies in a brigade may towards its objective, within
do to achieve their objective reason- if it suffers a serious
(orders will often change in play). reverse, it may fall back to its start
All this is done at setup and before line or to a defensible location.
the first turn begins. Orders issued Unless a new objective is sent by
must always work towards the the Colonel, they should, even
Objective. During a scenario after a reverse, try to reach their
Colonels and Majors may attempt objective.
to change orders based on their
army’s staff number (see below). How is an objective detailed?
Colonels may choose to setup a At the start of play, both players
stationary Headquarters (HQ) to should draw up a crude map in the
facilitate control. style that was used in the time,
with notes on it as required. Be
What is a Brigade, and what is creative! Be careful, objectives are
its purpose and function? hard to change once given.
A brigade is a division of the forces
available in a scenario consisting What is an order?
of one or more companies. A An order is given to a brigade that
player may have any number of dictates the tactics to be used to
brigades. Each brigade chooses a achieve an objective. The available
“Major”- an officer similar to a orders are:
Colonel, chosen from among the Press their defenses! -The
Captains in a company in the brigade should attempt to fire at
Brigade. Each brigade is given an enemy forces without getting too
order, detailing how it can act in close to them or getting involved
attempting to achieve its in H-T-H combat. Fall back if
objectives. Note that unlike a pressed too close. May recover
Colonel a major must remain with from terror at any time.
his original company. Thus the Fire Support –Hold position and
more brigades on a side, the more Fire at enemy from Long Range.
flexible an army is in battle. Since Usually for brigades composed of
only one order or objective may be Artillery or MGs.
issued per turn, too many brigades Attack at All Costs! -The brigade
are not always a good idea. should move closer to the enemy
at full speed (loose or formed) until
What is an objective? in close range followed by an
attempt to bring on H-T-H combat.
Red Actions!
39
May only recover from Terror once
while within close range.
Hold at all Costs! -Hold the What is a Staff number?
position or geographical location Armies have Staff numbers based
(Hill, stream, ford, etc) and do not on the type of army and the year.
willingly retire (unless This number represents how
overwhelmed). Attempt to retake organized the officers in an army
position if pushed back. are, and how easily they can
Regroup -Fall back away from the change plans during a battle.
enemy, beyond small arms long These numbers are given in the
range if possible. Recover from scenarios and army lists. Staff
any Terror, and await new orders. numbers are modified by certain
Fall back if enemy closes on your types of order changes as shown in
position. the Army lists. Clever Colonels or
Special Duty - This order requires Majors always add 2 to the Staff
a written instruction (sorry!) such number.
as “guard the plunder as it moves
across the board” or “burn all of Army Staff Numbers:
the buildings in this area” etc. AFSR:
Ice March: 9/Alexseev Era:
When are objectives and orders 8/Deniken: 7/Wrangel: 7
changed, and by who? Other Whites:
Objectives can only be changed by Iudenich: 7/Kolchak: 7
a Colonel, and Orders by a Major. Bolsheviks:
A Colonel may attempt to change Red Guards: 4/Red Army 1918:
ONE objective per turn, and a 5/Red Army 1919: 6/Konarmy-
Major may attempt to change his Kavkom: 7/Red Minors: 5
brigade’s order once per turn. Freikorps:
Late WWI: 9/Baltic: 8/Silesia-
What is a stationary HQ, and Germany: 8
what is its purpose? Poland:
A stationary HQ is a model (a tent Silesia: 5/Russo-Polish: 7
perhaps) or just a location that is Interventionists:
setup on the board with the Czechs: 7/Early Entente: 9/Later
Colonel on/in it. As long as he Entente: 8/Semenov: 6/Kappelites:
remains in place his side is 7/Japanese: 8
considered to have an HQ. As long Dunsterforce: 9/TransCaspian: 9
as this condition remains, the Nationalists:
colonel may attempt to change Latvian: 7/Lithuanian: 6/Estonian:
TWO objectives per turn, and adds 7/Finnish: 8/Belorussians:
one to the army’s staff number. 6/Ukranians (All): 6
Any brigade that is considered Makhnovist: 5/TransCaucasian:
“dug in” with telephone lines 5/Georgian-Armenian: 6
stretching to the HQ (per scenario
special rules) has three added to
its staff number.
Red Actions!
40
Can a Colonel issue a general most predominant troop type in it
order that affects all brigades before it acts each turn. If it fails,
at once? the brigade immediately changes
Yes. A Colonel can give a signal its order to Regroup.
that (if successfully issued)
changes all brigades to either “All
out attack” or “Regroup” DESIGNER’S NOTES:
(eventually regrouping off the
board if he doesn’t change their The feel of Skirmish and bigger
order….) battles rolled into one…..
The WWI/RCW period has a goodly
How are objectives and orders number of rulesets for
changed? regimental/divisional sized battles.
To change a brigade’s objective, a What we were after with these
Colonel must roll his staff number rules was to create something for
or under on 2D6. If successful, the the small, often forgotten but very
objective is changed NEXT turn. interesting engagements of the
The same rule applies to a Major Russian Civil War. This type of
for order changes. battle is more free wheeling and
less certain than what many
How rigidly must a brigade gamers are used to. Objectives are
adhere to its orders….? more “personal”- take a house,
Here is where discretion comes in. steal cattle, free prisoners, beat up
A Brigade with an All Out Attack enemy quarters or shoot up a rear-
order that finds Cossacks on its guard. You can also play bigger
flank CAN turn a company to face battles where forces engaged
them, even though it is no longer hover around 1500-3000 men per
moving forward- it IS working side.
towards its objective. Don’t use
these occurrences as an excuse to Ebb and Flow, Back and Forth
avoid carrying out orders. Larger battles tend to lead to very
Skirmishers can always use decisive moves in games- one side
skirmish tactics, even when in a advances, and either conquers or
brigade that has all-out attack and dies. Many players are used to
charge orders. this, and expect it in their rules.
What we have done is include
How does a brigade become mechanisms such as Retire results
isolated and what is the affect and Terror that can force back an
on it? attacker without destroying him.
A brigade composed on one Some players are annoyed by this-
company or of several companies they don’t like troops falling back
totaling less than five stands will at all, much less more than once.
become isolated when it is more We feel this better simulates the
than 24” from a friendly brigade. idea of rushes and attacks, where
An isolated brigade must roll many will take place rather than
against the serious number of the one big one which are more
Red Actions!
41
characteristic of smaller-level wanting a campaign framework
warfare. within which to generate games,
we suggest you try out our
Casualties “Beyond the River Don” campaign
Again, many gamers appreciate system, found on our main
rules that bring about large website.
amounts of casualties- it is sort of
a gauge for how well they are Choosing sides and roles
doing. Some engagements did lead Players choose their particular
to ranks thinning quickly, but more “nationality” (based on available
often than not this wasn’t the case, miniatures, most likely!) from
unless one is playing WWI. The among the available Nation Force
RCW was more of a war of Tables (see separate
movement, without enormous Organizational sheets). These will
concentrations of forces and the tell a player what types of troops
commensurate high casualties. are available to specific
Besides, casualties in Red Actions geographically located armies, as
don’t necessarily mean dead and well as flight numbers and point
wounded. They represent an costs. Having done this, they must
incapacitation brought about by a decide who will be the attacker or
loss of key officers and a defender. A simple die roll can
shattering of a unit’s fighting resolve this.
spirit. Make no mistake; you can
end up with a high body count in Determining points
these rules (try marching into a Each player receives 100 points as
crossfire of MGs or an artillery a base number- which is a good
barrage), but lower casualties than starting number for a modest sized
usual are likely. After all, an army force. The defender secretly rolls
is defeated by a feeling of 1d6 and adds 20 points per pip.
hopelessness, not by everyone The attacker does the same but
being killed. Work toward the rolls 2d6. These numbers can be
psychological destruction of your modified for availability of
foes, by flanking them and by miniatures- more or less.
keeping up the pressure.
Buying troops
Scenario Generation Players consult their national lists
for availability and cost of troop
We’re going to do things a little types. Any combination of troops
different for this particular may be chosen subject to
incarnation of Actions! Instead of availability to the specific army, as
providing specific forces for the stated above. All points must be
scenarios, we’re going with a more spent before the scenario begins;
of a Design Your Own system. The they cannot be saved for
following are only broad purchases during the scenario.
guidelines. However, for those Costs shown are per platoon,
vehicle, gun or plane.
Red Actions!
42
A notorious rogue partisan leader
Reinforcements is being searched for, in an ever-
A player may choose to purchase tightening noose. The board
reinforcements instead of troops at should be composed of rough
start. These cost only half as much terrain and numerous woods. The
as (rounded up, after ALL attackers must kill the defending
reinforcement purchases are colonel to win. The defending
made- not “per platoon”) troops colonel may not exit the board. The
deployed at start, but must be defender can only purchase
rolled for at the start of every turn. Partisans for infantry, or POW
They arrive on a player’s table troops if Poles. German Nationalist
edge on a roll of 11 or higher on may choose Freikorps as well as
2d6. They enter on any road Partisans, but only 50% of points
leading off their edge, if there is may be spent on them. The
one, otherwise anywhere along the defender may not purchase any
edge. cavalry, artillery, or vehicles (aside
from Tchankas). The colonel must
Scenario Type remain with a company at all times
The following types are examples or he is considered defeated.
of scenarios that may be
generated, on the agreement of 3) Is that the Chattanooskaya
both players; however, they are Choo-Choo?
only a small selection of the wide The telegraph lines are cut, and an
range of engagements that can be unguarded ammunition train is on
recreated. All it takes is a little its way to town; the attacker must
light reading, Comrade…. capture the station before the train
rolls in. The board should be
1) Radio Center Raid relatively open with a rail line
A lightening raid on a brigade running about 12” away from the
headquarters is under way. The defenders board edge. The
board is relatively clear with a attacker has 15 turns to capture
town close to the defender’s side the rail station (or what’s left of it)
of the board. One of the buildings and “welcome” the train (which is
(no more than eight should be on considered to halt and surrender
the table) is secretly designated as upon entry- don’t bother
brigade headquarters. The representing it). The attacker must
attacker must capture or destroy set up at least 5’ form the
this building to win. Most defenders board edge.
buildings should be made of wood, Variant: Heh heh- it’s not an
with the defender able to unguarded ammunition train- it’s
“purchase” one of them as a stone an armoured train with some
building at a cost of 25 points. troops on it as well! One of your
informants is a traitor- don’t
bother to find out whom- be sure,
2) Partisans! and shoot them all.
Red Actions!
43
4) Horse lifting, Cossack style opponents off the board by
The previous owners have bringing them to their flight
interrupted a successful “supply” number and by routing or
run! The board could be just about eliminating all Latvians, if they are
any configuration, as long as there their enemies.
is a road running its length. There
may even be a river crossing Troop Cards
involved. The defenders, 50% of National force tables show troop
who must be cavalry, set up at the types based on individual cards,
center of the board with eight showing the type, nationality and
herds. The attackers start at least fighting values. Below is a brief
3-1/2 feet away from them. To win, explanation of each type. Note that
the defenders must get at least 5 the Interventionist troop cards are
herds off their board edge not mentioned here. See the
(opposite where the attackers Pygmy Wars website for even
start). No aircraft, artillery or more cards, and some variants.
vehicles of any kind are allowed.
White Armies
5) One Russia…..United………
White Conscripts
comrade…?
Unable to raise enough volunteers
A battalion of Latvian rifles have
to fill the ranks, White armies were
gone AWOL. Are they deserting, or
forced to conscript large numbers
using initiative?
of men. Poorly trained and
They have seized a village of
motivated.
uncertain ownership. The Red
White Volunteers
player sets up a company of 4
Mostly regular army units that
platoons of Red Latvian rifles in a
have gone over to the Whites, and
town at the center of the board.
as such more motivated and better
The White player does the same
trained than conscripts.
with another, similar company!
Officer Companies
Both players then set up at their
Most common in 1917/18 White
forces least 24” away from the
armies, these were units composed
nearest Latvians. When any troops
entirely of commissioned officers
move within short rifle range of
and NCO. Since some of the
any Latvians, roll 1d6; on a 1-2,
privates were actually Colonels,
they join the Whites, and may
they were of elite quality.
immediately perform an action. On
Colour Companies
a 3-4, they join the Reds; on a 5-6
Similar to officer companies. These
they will fight both players! A
units formed the core of Deniken’s
Latvian company then may be
southern armies. Of higher quality
chosen each to act by the player
and professionalism than any other
whose troops are farthest from the
Whites, they were greatly feared
company in question at the time
by their enemies.
they choose to use an action
segment to act with them. To win,
a player must chase ALL
Red Actions!
44
White Cavalry Nationalist Conscripts
Russian cavalry with many Lacking in training, these troops
aristocrats as officers, these units were of low quality. However their
were of higher quality than their desire for freedom from imperial
more “proletarian” opposite masters meant they could be
numbers. Good training and highly motivated.
discipline. When dismounted, use Nationalist Regulars
White Volunteers. These troops probably saw service
White Cossacks in the Russian Imperial armies as
Following the traditions of various legions, of which there
hundreds of years, these troopers were many. As such they would
were more at home in the saddle have been well trained, and since
than out. Excellent quality born of they often left the from intact as
constant practice. When units, well armed.
dismounted, use White Plastoons. Nationalist Cavalry
White Plastoons A generic term for such varied
Skirmish-trained infantry, most units from so many nations and
commonly from the Kavkaz region, armies. In the lately Russian
were the light troops of the states, they would likely have been
Russian army. czarist regiments that went over
Czech Legion completely to the armies of their
Composed of ex-legionnaires and new homeland, and would be
prisoners, these troops turned on similar to White Cavalry. When
the Reds while trying to get home dismounted, use Nationalist
via the only available route -- Regulars.
Vladivostock. They showed Estonian Kompagnie
themselves cohesive and tough As hardy and dangerous as the
opponents. Freikorps they often fought
British Empire Infantry alongside, the Estonians deserve
These really represent any singling out for their own infantry
Interventionist troops, from card.
French to Japanese to Americans. Polish Armies
Not very highly motivated, they Polish Conscripts
were professional enough, having Hastily raised units for the war
just gone through the Great War. with Russia, these troops
would not have had time for
Nationalist Armies proper training and arming
These cards can be used to during the army’s rapid
represent units of the various expansion of 1919-1920.
national groups bent on escaping Polish Regulars
the now crumbling yoke of the As with other nationalist armies,
former Russian empire. Emerging these would have served either in
nations such as Byelorussia, French, Russian, Austro-
Ukraine, Lithuania, etc. would use Hungarian, German or Russian
these cards. armies in their respective Polish
Red Actions!
45
Legions. Well trained, highly discipline- that’s what comes from
motivated. elected officers, comrades!
Polish Uhlans Red Conscript Company
Some of the most dangerous As the revolution progressed, it
cavalry in Europe at the time, was realized that volunteer forces
these lance-armed horsemen would not be enough. Poorly
famously put the best Red cavalry motivated and prone to desert.
to flight in one of the war’s largest Red Regular Company
cavalry actions. Eventually, those who survived the
early battles of the civil war began
Freikorps Armies to gain experience, especially as
Freikorps Kompagnie more veterans of the former
Veteran volunteers of the Tsarist army began to turn up.
disbanding German imperial These units would become more
armies, these troops were highly common in later 1919 and 1920.
dedicated and disciplined, and Naval Infantry Company
showed themselves to be some of Naval units were amongst the first
the toughest troops in the east. to turn Red, and were some of the
Their commanders were often most rugged troops around. These
decorated NCO and junior officers can also be used for the
popular with their troops. Communist German marines who
Landeswehr Kompagnie fought the Freikorps within
These were a militia raised in the Germany.
Baltic from German colonists and Red Latvian Company
like minded individuals. Not as The Communist Latvian units in
well trained as the Freikorps, they the Red Army were the hardiest
were very keen on making the and most committed to the Red
region into a German satellite, and Cause.
fought well during the Latvian and Red Partisans
Estonian campaigns. Made up mostly of peasants and a
Freikorps Uhlans few veterans of the Great War. May
These lance-armed troopers were be used for Communist insurgents
also composed of demobilizing of virtually any country in the post
regulars- well trained, seasoned WWI east (including Germany and
horsemen. Poland, for example).
Cheka Company
These units, while few in number
Red Armies
in the vast Soviet Army, were
Red Guard
greatly feared- mostly by their own
In the initial days of the
comrades! Well armed, motivated
Revolution, these are the cadres
and filled with a ruthless zeal for
formed from worker’s Soviets
the Revolution, these units would
along with a scattering of like-
usually appear where the fighting
minded soldiers- filled with
was thickest, or often trailing
revolutionary ardour, but with little
unmotivated red formations to deal
with stragglers. May also
Red Actions!
46
represent ChoN infantry Makhnovist Tchankas
specialists. One of the many groups who
Red Army Cavalry Squadron claimed to have invented the
The average cavalry unit in the tchanka, Makhnovist forces used
Red army, usually attached to Rifle them to great effect, often packing
divisions. Poorly trained and these wagons with extra troops, in
mounted. When dismounted, use case of melees with enemy
Red Conscripts. infantry.
Red Cossack Squadron
Better than the average Red Weapons Cards
cavalry, these troops did not match Although certain groups (such as
the élan of their brothers in the the Reds and Whites) have been
White cause. When dismounted, given a few of their own weapons
use Red Conscripts. cards, most of these could be used
Konarmy Cavalry Squadron for virtually any army which took
A mix of Cossack bandits, ex- part in the RCW.
Tsarist veterans and committed Machine Gun Detachment
Reds, the Konarmy and the A small group of machine guns and
Kavkom Army were the elite horse troops. No specific MG type is
formations of the Bolshevik forces. denoted, as many forces would
These units would prove to be the have a mix available.
breeding ground for the eventual Mortar Detachment
officer elite of Stalin’s military. These could be German
When dismounted, use Red Minenwerfers or British Stokes
Regulars. mortars, or any other type of man
Red Tchanka portable bomb thrower.
These are small groups wagons 76.2mm Field Gun
with machine guns mounted A small handful of field guns of
usually in the rear. Common in different sizes and manufacturers,
most Red Cavalry Divisions, and including French 75mm Quick-fire
occasionally in Partisan forces. guns, 77mm Krupps, Putilov
76.2mm guns, amongst others.
Makhnovist Armies 105mm Howitzers
Makhnovist Partisans This card represents merely 2 or 3
Well armed and highly motivated, howitzers, of differing sizes (from
this card represents the “regular” 105 to 150mm) and
Anarchist infantry units which manufacturers.
Nestor Makhno led in the Ukraine Ford MG Car
during the Civil War. This can be used for a small group
Makhnovist Cavalry of any type of unarmoured open
Few but ferocious, Makhno himself car which mounts an MG.
led troops like these against the Austin Armoured Car
best cavalry of the Southern White This can be used to represent 2 or
armies…and won. 3 of any type of armoured car
mounting at least a couple of Mgs,
Red Actions!
47
or at least one in a turret mount. It soon became infected due to
may also fire as an AA MG. mutinous and Bolshevik influence.
Renault FT-17 Tank Baltic Recruits: not all Freikorps
Representing a couple of 37mm units were full of ubermenschen!
gun armed FT-17s Many of the Baltic German units
Mark I-V F/M (Female/Male) fared poorly on the battlefield- this
Tank card represents them.
This card can be used for a couple Finnish “Jagers”: at the outset of
of either the Female (Mgs only in the Finnish Civil war, the returned
its sponsons) or Male (6pdrs in its Finns who served in German Jager
sponsons) British Mark IV Tanks. units wished to be kept together as
Players who have “hermaphrodite” elite units, but were separated and
versions may use all the values. sent to stiffen up and command
Armoured Train newly raised native Jager units; it
Artillery Cars use the fire factors is these we are depicting here.
from this card, while the Engine Central Asian Cavalry: This card
car uses the movement numbers. represents the many types of
The morale numbers apply to the Turkic and Mongolian nomadic
train as a whole. cavalry, mixed with a few eastern
Cossacks, which made a fearsome
From the Interventionist yet irregular mark from the
Caspian to the Far East.
Supplement
National Plastoon Infantry:
British Dominion Infantry:
Used for many of the irregular
These count as Canadians and the
infantry units of south, central and
few Australians in the various
eastern Russia.
expeditionary forces, and any
Caucasian Recruits: used for the
other British units not raised in
hastily-raised and poorly trained
Great Britain itself. They may also
militia units of the various peoples
be used for some of the better
(Azeris, Armenians, etc.) of the
Imperial infantry units, as opposed
Caucasus.
to the units of wounded veterans
Polish Legionnaire: The Poles
or somewhat unmotivated regular
were lacking a card for some of
infantry, which were common in
their elite infantry units. Now they
the Intervention.
are not.
French Metropolitan Infantry:
Weapons: new weapons have
mostly veterans of the Western
been added for vehicles such as
Front or the Salonika campaign,
the British Whippet, the Garford-
who were very unhappy to have
Putilov Armoured car (or truck)
been sent to Russia rather than be
and the many forms of armored
demobilized.
car which mounts a single MG in a
French Colonial Infantry &
turret, or has a number of MG’s
Chasseurs: mostly French who
but with no more than one bearing
were raised in the colonies, as well
in any given direction.
as a few colonial native units.
Furthermore, there is now a
They had better morale, but they
neutral card for an MG
Red Actions!
48
detachment, a mortar, and a
Tchanka. They may be used by any
side (which is allowed any in their
lists).

That’s It Comrade! Good Luck, and keep an eye out for any pesky
Makhnovists!

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