Russian Front (AH) Consolidated Rulebook 12132009

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Russian Front – Consolidated Rulebook – Version 12132009

4.8 MARKING BATTLE LOCATIONS: .......... 6 7.3.5 EFFECTS OF HITS:............................. 9


5.0 THE BASIC GAME PREPARATION PHASES 6 7.3.6 RETREATS DUE TO ELIMINATION:
5.1 THE OUT OF SUPPLY MARKING ........................................................................ 9
STEPS: ............................................................... 6 7.4 ADDITIONAL ROUNDS OF COMBAT: .. 9
5.2 THE BASIC GAME REINFORCEMENT 7.4.1 VOLUNTARY RETREAT CHOICES:9
STEPS: ............................................................... 6 7.4.2 CHANGING ENGAGED UNITS:....... 9
5.2.1.1 REINFORCEMENTS ARRIVE 7.5 RETREATS: ................................................ 9
IN NAMED CITY:.................................. 6 7.5.1 RETREAT MOVEMENT: ................... 9
5.2.1.2 REINFORCEMENTS ARRIVE 7.5.2 RETREAT DIRECTIONS: .................. 9
“ANY”: .................................................... 6 7.5.2.1 AIR UNIT RETREATS:.............. 9
5.2.1.3 REINFORCEMENT ARRIVAL 7.5.2.2 GROUND UNIT RETREATS: ... 9
TABLE OF CONTENTS RESTRICTIONS:.................................... 6 7.5.3 UNITS INVOLVED IN RETREATS:10
THE BASIC GAME RULES FOLDER 5.2.2 HOLDING BACK 7.5.4 UNITS UNABLE TO RETREAT:..... 10
TABLE OF CONTENTS ...........................................1 REINFORCEMENTS: .................................. 6 7.6 END OF BATTLE–RETURN TO
THE RUSSIAN FRONT BASIC GAME RULES 6.0 THE BASIC GAME MOVEMENT PHASES.... 6 MAPBOARD:.................................................... 10
FOLDER ....................................................................3 6.1 GENERAL RULES OF MOVEMENT: ....... 6 7.7 THE POST COMBAT STEPS: ............... 10
INTRODUCTION TO THE GAME..........................3 6.1.1 NUMBER OF UNITS TO MOVE:...... 7 7.7.1 THE RETURN AND TRANSFER
1.0 THE GAME COMPONENTS .............................4 6.1.2 MOVEMENT FACTORS AND SEGMENTS: ............................................... 10
1.1 THE MAPBOARD: .......................................4 MOVEMENT COSTS:.................................. 7 7.7.2 THE REMOVE OUT OF SUPPLY
1.1.1 CURRENT DATE CHART:.................4 6.1.3 PASSING THROUGH HEXES – SEGMENTS: ............................................... 10
1.1.2 TERRAIN KEY: ...................................4 ENTERING ENEMY HEXES: ..................... 7 8.0 THE BASIC GAME EXPLOITATION PHASES
1.1.3 UNIT STORAGE:.................................4 6.1.4 RESTRICTED HEXES: ....................... 7 .................................................................................. 10
1.1.4* OTHER:...............................................4 6.1.5 BASIC GAME MOVEMENT ACROSS 9.0 THE BASIC GAME TURN RECORD AND
1.2 THE UNIT COUNTERS: ............................4 THE KERCH STRAIT:................................. 7 VICTORY LEVEL PHASES .................................. 10
1.3 THE BASIC GAME RULES FOLDER: ....4 6.2 THE BASIC GAME GROUND 9.1 THE TURN RECORD PHASE: .............. 10
1.4 THE BATTLE LOCATION CARD:............4 MOVEMENT STEPS:....................................... 7 9.2 THE VICTORY LEVEL PHASE: ............ 10
1.5 THE BASIC GAME CARD:........................4 6.2.2 AIR EVACUATION MOVEMENT:... 7
1.6 DIE:................................................................4 6.3 THE BASIC GAME AIR MOVEMENT
STEPS: ............................................................... 7
THE BATTLE MANUAL
1.7 ORDER OF BATTLE CARDS:..................4
6.3.1 AIRBASE RULES: .............................. 7 THE ADVANCED GAME RULES
1.8* THE GAME CARD: ...................................4
6.3.2 THE PHASING AIR MOVEMENT INTRODUCTION TO THE ADVANCED GAME 11
1.9* THE BATTLE MANUAL: ..........................4
SEGMENTS: ................................................. 8 10.0 THE ADVANCED GAME SETUP AND
2.0 BASIC GAME SETUP AND PREPARATION
6.3.3 THE NON-PHASING AIR PREPARATION FOR PLAY.................................. 11
FOR PLAY .................................................................4
MOVEMENT SEGMENTS:......................... 8 10.1 SCENARIO SELECTION:..................... 11
2.1 SIDE SELECTION: .....................................4
7.0 THE BASIC GAME COMBAT PHASES.......... 8 10.1.1 SCENARIO SETUP INFORMATION:
2.2 BASIC GAME ORDER OF BATTLE
7.1 THE BASIC GAME COMBAT ...................................................................... 11
CARDS SETUP: ................................................4
RESOLUTION STEPS:.................................... 8 10.1.2 THE “2” AND “3” START LINES:. 11
2.3 THE BASIC GAME GENERAL
7.2 GENERAL RULES OF COMBAT:........... 8 10.2 THE ADVANCED GAME ORDER OF
MAPBOARD SETUP: .......................................4
7.2.1 COMBAT PROCEDURE FOR A BATTLE CARDS SETUP:.............................. 11
2.4 BATTLE LOCATION CARD SETUP: ......4
ROUND OF COMBAT:................................ 8 10.3 THE ADVANCED GAME MAPBOARD
2.5 OTHER UNITS: ...........................................4
7.2.1.1 STEP ONE–UNIT SETUP: ............................................................. 11
3.0 THE BASIC GAME SEQUENCE OF PLAY .....4
DETERMINATION: ............................... 8 10.4 RAILROAD GAUGES:........................... 11
4.0 BASIC GAME GENERAL PROCEDURES
7.2.1.2 STEP TWO–COMPARE 11.0 THE ADVANCED GAME GENERAL
AND SPECIAL RULES.............................................5
ATTACK AND DEFENSE FACTORS– PROCEDURES AND SPECIAL RULES............... 12
4.1 PLAYER/SIDE DEFINITIONS: .................5
FINDING THE COMBAT TABLE 11.1 AXIS ALLY SURRENDERS: ................ 12
4.1.1 CONTROLLING PLAYER / ENEMY:5
NUMBER: ............................................... 8 11.1.1 ITALIAN SURRENDER: ................ 12
4.1.2 PHASING / NON - PHASING
7.2.1.3 STEP THREE–COMBAT 11.1.2 HUNGARIAN OR ROMANIAN
PLAYERS: .....................................................5
RESOLUTION AND USING THE SURRENDERS: .......................................... 12
4.2 ZONES OF CONTROL: .............................5
COMBAT RESULTS TABLE:............... 8 11.1.3 FINNISH SURRENDERS: .............. 12
4.2.1 NORMAL ZONE OF CONTROL:.......5
7.2.1.3.1 HITS: .................................. 8 11.1.3.1 NORMAL FINNISH
4.2.2 NO ZONES OF CONTROL: ................5
7.2.1.3.2 REQUIRED RETREATS: . 8 SURRENDER:....................................... 12
4.2.3 EFFECTS OF ZONES OF CONTROL:
7.2.1.3.3 END OF ROUND OF 11.1.3.2 ALTERNATE FINNISH
........................................................................5
COMBAT: ......................................... 8 SURRENDER:....................................... 12
4.3 STACKING, MORE THAN ONE UNIT
7.2.2 TERRAIN COMBAT MODIFIERS:... 8 11.2 AXIS ALLY MOVEMENT AND SETUP
PER HEX: ...........................................................5
7.2.2.1 FORTRESS CITY MODIFIERS: 8 RESTRICTIONS:............................................. 12
4.4 BASIC GAME SPECIAL UNIT RULES: ..5
7.2.2.2 MAJOR CITY MODIFIERS: ..... 8 11.2.1 ITALIAN, HUNGARIAN, AND
4.4.1 MARINE AND PARATROOPER
7.2.2.3 CLEAR MODIFIER:................... 8 ROMANIAN RESTRICTIONS: ................. 12
UNITS: ...........................................................5
7.2.2.4 FOREST MODIFIERS: .............. 8 11.2.2 FINNISH RESTRICTIONS: ............ 12
4.4.2 FIRST TURN HUNGARIAN
7.2.2.5 MOUNTAIN MODIFIERS:........ 8 11.3 SOVIET NON-REPLACEABLE UNITS:
NEUTRALITY:..............................................5
7.2.2.6 MARSH MODIFIERS: ............... 8 ............................................................................ 12
4.5 RAILROAD CONVERSIONS: ...................5
7.2.2.7 RAILROAD/OILFIELD AND 11.4 ADVANCED GAME SUPPLY RULES:12
4.5.1 INITIAL RAILROAD GAUGES: ........5
MINOR CITY MODIFIERS:.................. 8 11.4.1 BODY OF WATER DEFINITION:. 12
4.5.2 CONVERTING RAIL HEXES: ...........5
7.2.2.8 RIVER HEXES: .......................... 8 11.4.2 SUPPLY SOURCE PORTS: ............ 12
4.5.3 MARKING CONVERTED RAIL
7.2.2.9 HEX H16: .................................... 8 11.4.3 COASTAL HEX SUPPLIES:........... 12
HEXES: ..........................................................5
7.2.2.10 CUMULATIVE MODIFIERS:. 8 11.4.3.1 COASTAL HEX SUPPLY
4.6 SUPPLY RULES: ........................................5
7.2.3 AIR SUPPORT:.................................... 9 CONDITIONS: ...................................... 12
4.6.1 OUT OF SUPPLY COMBAT UNITS: 5
7.3 MARKING AND EFFECTS OF HITS:..... 9 11.4.3.2 RETREAT TO A COASTAL
4.6.2 SUPPLY ROUTES: ..............................5
7.3.1 PLACING HIT UNITS: ....................... 9 HEX: ...................................................... 12
4.6.3 SUPPLY SOURCES:............................6
7.3.2 SPREADING HITS:............................. 9 11.4.4 NAVAL SUPPLY: ........................... 12
4.6.4 EFFECTS OF BEING OUT OF
7.3.3 ELIMINATING COMBAT UNITS:.... 9 11.5 RESERVE UNITS: ................................. 12
SUPPLY: ........................................................6
7.3.4 ALLOCATING EXCESS HITS: ......... 9 11.5.1 PLACING RESERVE UNITS IN THE
4.7 CITY AND OILFIELD HEX CONTROL: ..6
GROUND MOVEMENT STEP:................. 13

1
Russian Front – Consolidated Rulebook – Version 12132009

11.5.2 PLACING RESERVE UNITS IN THE 13.2.1.2.1 OILFIELDS.................... 16 13.4.5 RAIL MOVEMENT OF FLOTILLA
EXPLOITATION PHASE: ..........................13 13.2.1.2.2 FACTORIES: ................. 16 UNITS:......................................................... 18
11.5.3 USING RESERVE UNITS:..............13 13.2.1.2.3 LEND-LEASE: .............. 16 14.0 THE ADVANCED GAME MOVEMENT
11.5.3.1 RESERVE UNIT 13.2.1.2.4 SOVIET REPLACEMENT PHASES................................................................... 18
EXPLOITATION:..................................13 CITIES:............................................ 16 14.1 ADVANCED GAME GENERAL
11.5.3.2 THE NON-PHASING 13.2.1.2.5 PARTISAN FACTORS: 16 MOVEMENT RULES:..................................... 18
RESERVE GROUND MOVEMENT 13.2.2 USING AXIS REPLACEMENTS: .. 16 14.1.1 NAVAL ENTERING ENEMY
STEP:......................................................13 13.2.3 REPLACING LOSSES: ................... 16 HEXES:........................................................ 18
11.6 REFIT UNITS: .........................................13 13.2.3.1 MAXIMUM REPLACEMENTS 14.1.2 MINEFIELD MOVEMENT
11.6.1 PLACING REFIT UNITS: ...............13 PER UNIT: ............................................ 16 EFFECTS:.................................................... 18
11.6.2 REFIT UNITS IN COMBAT: ..........13 13.2.3.2 INFANTRY, MARINE, 14.1.3 NAVAL RESTRICTED HEXES: .... 18
11.6.3 REMOVAL OF REFIT UNITS:.......13 MOUNTAIN, AND GERMAN 14.1.4 ADVANCED GAME MOVEMENT
11.7 BLITZ UNITS: ..........................................13 PARATROOPER REPLACEMENTS:. 16 ACROSS THE KERCH STRAIT: .............. 18
11.7.1 PLACING BLITZ UNITS: ...............13 13.2.3.3 AIR, ARMOR, ARTILLERY, 14.2 THE ADVANCED GAME GROUND
11.7.2 USING BLITZ UNITS DURING THE CAVALRY, NAVAL, AND SOVIET MOVEMENT STEPS: ..................................... 18
GROUND COMBAT SEGMENT:..............13 PARATROOPER REPLACEMENTS:. 16 14.2.1 FACTORY UNIT ELIMINATION:. 18
11.7.2.1 BLITZ UNIT ADJUSTMENT 13.2.4 RECREATING ELIMINATED 14.2.2 NAVAL EVACUATION
FOR ROUNDS OF COMBAT: .............14 UNITS:......................................................... 16 MOVEMENT: ............................................. 18
11.7.2.2 BLITZ PURSUIT AND 13.2.5 SAVING EXCESS REPLACEMENT 14.2.3 SPECIAL GROUND UNIT
MOVEMENT:........................................14 FACTORS: .................................................. 16 MOVEMENT RULES:................................ 19
11.7.2.3 BLITZ UNIT ADJUSTMENT 13.3 THE ADVANCED GAME 14.2.3.1 MOUNTAIN UNITS IN
FOR PURSUIT: .....................................14 REINFORCEMENT STEPS:......................... 16 MOUNTAIN TERRAIN: ...................... 19
11.7.2.4 BLITZ MOVES: ......................14 13.3.1 SOVIET GUARD UNIT 14.2.3.2 CAVALRY UNITS IN MARSH
11.7.3 REMOVAL OF BLITZ UNITS:.......14 REINFORCEMENTS: ................................ 17 TERRAIN: ............................................. 19
11.8 ROMANIAN PLUS HUNGARIAN 13.3.1.1 PURCHASED GUARD UNITS: 14.3 THE NAVAL MOVEMENT STEPS:..... 19
UNITS: ...............................................................14 ............................................................... 17 14.3.1 NAVAL BASE RULES: .................. 19
11.9 NATIONAL AIR AND NAVAL UNITS: .14 13.3.1.2 SUBSTITUTING GUARD 14.3.2 THE PHASING NAVAL
11.10 EXAMINING ENEMY UNITS:.............14 UNITS: .................................................. 17 MOVEMENT SEGMENTS: ....................... 19
12.0 THE PRELIMINARY PHASE ........................14 13.3.1.3 HOLDING GUARD UNITS:.. 17 14.3.2.1 NAVAL GROUND SUPPORT:
12.1 THE WEATHER DETERMINATION 13.3.1.4 ELIMINATED GUARD UNITS: ................................................................ 19
STEP–WEATHER EFFECTS:.......................14 ............................................................... 17 14.3.2.2 NAVAL ATTACKS ON
12.1.1 WEATHER CONDITIONS:.............14 13.3.2 REMOVING AND WITHDRAWING NAVAL BASES AND AIRBASES:..... 19
12.1.2 WEATHER ZONES: ........................15 UNITS:......................................................... 17 14.3.2.3 MINELAYING MISSIONS: ... 19
12.1.3 DETERMINING THE WEATHER:.15 13.3.2.1 DEFINING REMOVE AND 14.3.2.3.1 LAYING MINEFIELDS:19
12.1.4 MARKING THE WEATHER: .........15 WITHDRAW:........................................ 17 14.3.2.3.2 MINEFIELD UNIT
12.1.5 WEATHER EFFECTS ON SUPPLY: 13.3.2.2 REMOVE AND WITHDRAW LIMITS: ........................................... 19
......................................................................15 PROCEDURES: .................................... 17 14.3.2.3.3 MINELAYING
12.1.6 WEATHER EFFECTS ON 13.3.2.2.1 THE UNIT TO REMOVE LIMITATIONS:............................... 19
MOVEMENT:..............................................15 OR WITHDRAW:........................... 17 14.3.2.4 MINESWEEPING MISSIONS:
12.1.6.1 EFFECTS ON GROUND 13.3.2.2.2 WITHDRAWING ARMOR ................................................................ 19
MOVEMENT:........................................15 AND AIR UNITS:........................... 17 14.3.2.4.1 SWEEPING ENEMY
12.1.6.2 EFFECTS ON NAVAL 13.3.2.3 WITHDRAWN UNITS MINEFIELDS:................................. 19
MOVEMENT:........................................15 RETURNING AS REINFORCEMENTS: 14.3.2.4.2 MINESWEEPING
12.1.6.3 EFFECTS ON AIR ............................................................... 17 LIMITATIONS:............................... 19
MOVEMENT:........................................15 13.3.3 SPECIAL REINFORCEMENTS, 14.3.2.4.3 SWEEPING FRIENDLY
12.2 THE PARTISAN ACTIVITY STEP: ......15 WITHDRAWALS, AND REMOVALS: .... 17 MINEFIELDS:................................. 19
12.2.1 PARTISAN ACTIVITY 13.3.3.1 THE SOVIET *: ...................... 17 14.3.3 THE NON-PHASING NAVAL
PROCEDURE: .............................................15 13.3.3.2 THE SOVIET WITHDRAWS MOVEMENT SEGMENTS: ....................... 19
12.2.1.1 SELECTING PARTISANS: ....15 ALL INFANTRY AND ARMOR 14.3.4 NAVAL UNITS IN ENEMY
12.2.1.2 USING THE PARTISAN CORPS:.................................................. 17 MINEFIELD HEXES: ................................. 19
TABLE: ..................................................15 13.3.3.3 THE SOVIET ROSTOV, 14.4 THE ADVANCED GAME PHASING AIR
12.2.2 MARKING RAIL REDUCTION: ....15 STAVROPOL, AND STALINGRAD MOVEMENT STEPS: ..................................... 19
12.2.3 EFFECTS OF RAIL REDUCTION: 15 REMOVAL: .......................................... 17 14.4.1 AIR INTERDICTION MISSIONS: . 19
13.0 THE ADVANCED GAME PREPARATION 13.3.3.4 THE AXIS *:........................... 17 14.4.2 AIR ATTACKS ON AIRBASES OR
PHASES ...................................................................15 13.3.3.5 FAR NORTH NAVAL BASES: ......................................... 20
13.1 THE REMOVE RESERVE AND REFIT REINFORCEMENT RESTRICTION: . 17 14.4.3 AIR ATTACKS ON NAVAL BASES:
UNITS STEPS:.................................................15 13.3.3.6 NAVAL REINFORCEMENTS: ...................................................................... 20
13.2 THE REPLACEMENT STEPS: ............15 ............................................................... 17 14.4.4 AIR ATTACKS ON AIR AND
13.2.1 DETERMINING AVAILABLE 13.4 THE RAIL MOVEMENT STEPS:......... 17 NAVAL BASES: ......................................... 20
REPLACEMENT FACTORS:.....................15 13.4.1 STARTING AND ENDING RAIL 15.0 THE ADVANCED GAME COMBAT STEPS
13.2.1.1 OTHER AXIS REPLACEMENT MOVEMENT: ............................................. 18 .................................................................................. 20
FACTORS:.............................................15 13.4.2 RAIL MOVEMENT ROUTES: ....... 18 15.1 THE ADVANCED GAME COMBAT
13.2.1.1.1 OILFIELDS: ...................15 13.4.2.1 SOVIET OFF BOARD RAIL RESOLUTION STEPS: .................................. 20
13.2.1.1.2 RIGA, TALLINN, VILNA: MOVEMENT: ....................................... 18 15.2 NAVAL UNITS IN COMBAT:................ 20
..........................................................16 13.4.2.2 AXIS OFF BOARD RAIL 15.2.1 NAVAL UNIT ENGAGED
13.2.1.1.3 DNEPROPETROVSK, MOVEMENT: ....................................... 18 DETERMINATION: ................................... 20
KIEV, ROSTOV: .............................16 13.4.3 RAIL CAPACITY:........................... 18 15.2.2 ADVANCED GAME SUPPORT: ... 20
13.2.1.1.4 HUNGARY OR 13.4.3.1 SOVIET RAIL CAPACITY: .. 18 15.2.2.1 AIR AND NAVAL SUPPORT
ROMANIA SURRENDER:.............16 13.4.3.2 AXIS RAIL CAPACITY: ....... 18 FOR GROUND UNITS:........................ 20
13.2.1.2 OTHER SOVIET 13.4.4 RAIL MOVEMENT OF FACTORY 15.2.2.2 AIR SUPPORT FOR NAVAL
REPLACEMENT FACTORS:...............16 UNITS:......................................................... 18 UNITS:................................................... 20

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Russian Front – Consolidated Rulebook – Version 12132009

15.2.3 ADVANCED GAME ALLOCATING 19.5.4.1 THIS TURN REINFORCE- IX. JAPANESE INVASION (A):................ 30
EXCESS HITS WITH NAVAL UNITS:.....20 MENTS:................................................. 24 X. MORE GERMAN MOBILIZATION (A):
15.2.4 NAVAL RETREATS:.......................20 19.5.4.2 NEXT TURN REINFORCE- ...................................................................... 30
15.2.5 THE NAVAL COMBAT MENTS:................................................. 24 XI. UPGRADED SOVIET ARMY (S): ...... 30
SEGMENTS:................................................20 19.5.4.3 REMOVE AND WITHDRAW: XII. FORTIFICATIONS (N) ....................... 30
15.2.5.1 WHEN THERE IS NO NAVAL ............................................................... 24 XIII. SOVIET FORTIFIED BORDER (S):. 30
COMBAT SEGMENT:..........................20 19.6 INCOMPLETE RAILROADS:............... 24 XIV. GREATER SPANISH
15.2.5.2 AIR VS NAVAL UNITS:........20 20.0 COMBAT OPTIONS ...................................... 24 PARTICIPATION (A):................................ 31
15.2.5.3 NAVAL BASE ATTACKS 20.1 IGNORE REQUIRED RETREATS:..... 24 XV. A GERMAN VICTORY AT KURSK
MODIFIERS: .........................................20 20.2 STRATEGIC BOMBING: ...................... 24 (A): ............................................................... 31
15.2.5.4 MINELAYING AND MINE- 20.2.1 RAILROAD ATTACKS:................. 24 XVI. NO PRESSURE IN THE WEST (A): 31
SWEEPING RESOLUTION: ................21 20.2.1.1 MARKING RAILROAD XVII. GERMAN STRATEGIC
15.2.5.4.1 MINELAYING ATTACKS:............................................ 24 WITHDRAWAL (A):.................................. 31
RESOLUTION:................................21 20.2.1.2 EFFECTS OF RAILROAD XVIII. OPERATION BARBAROSSA
15.2.5.4.2 MINESWEEPING ATTACKS:............................................ 24 GERMAN STYLE (A): ............................... 31
RESOLUTION:................................21 20.2.2 REPLACEMENT ATTACKS: ........ 24 GENERAL Vol. 24. #1...................................... 31
15.3 AIR ATTACKS ON AIR BASES: ..........21 20.2.2.1 MARKING REPLACEMENT Complete RUSSIAN FRONT Errata........... 31
15.4 ARTILLERY UNITS IN COMBAT:........21 ATTACKS:............................................ 24 SOVIET OB CARD..................................... 31
15.5 AXIS FIRST TURN SURPRISE: ..........21 20.2.2.2 EFFECTS OF REPLACEMENT GAME CARD.............................................. 31
15.6 AXIS FIRST WINTER: ...........................21 ATTACKS:............................................ 24
15.7 ADVANCED GAME FORTRESS CITY 20.2.3 AIR COMBATS WITH STRATEGIC CITY AND OILFIELD LOCATION REFERENCE..... 32
MODIFIERS:.....................................................21 BOMBING: ................................................. 24
15.8 NAVAL RETURNS AND TRANSFERS: 20.3 RETREATS FROM NAVAL BASES: .. 24
............................................................................21
16.0 THE ADVANCED GAME VICTORY LEVEL
20.4 MOUNTAIN UNITS IN THE
MOUNTAINS: .................................................. 25
THE RUSSIAN
PHASE......................................................................21
16.1 THE RECORD VICTORY THE SCENARIOS
FRONT BASIC
LEVEL/DETERMINE WINNER STEP:.........21
16.1.1 USING THE VICTORY POINT
THE SCENARIOS .................................................. 25
SCENARIO ONE: “1941” ................................ 25
GAME RULES
CHART: .......................................................21
16.1.1.1 THE AXIS OBJECTIVE
NUMBER:..............................................21
SCENARIO TWO: “1942” ............................... 26
SCENARIO THREE: “1943”............................ 27 FOLDER
16.1.1.2 FINDING THE VICTORY READ THIS FIRST! THE BASIC
POINTS: .................................................21
THE BASIC GAME CARD GAME RULES
THE UNIT COUNTERS (1.2) .......................... 28
16.1.1.3 RECORDING VICTORY
COMBAT UNITS: ...................................... 28
POINTS: .................................................22
COMBAT UNIT COLOR
16.1.2 VICTORY LEVELS: ........................22
IDENTIFICATION: .................................... 28
INTRODUCTION TO THE
16.1.3 HISTORIC VICTORY LEVELS:.....22
16.2 THE RETURN ELIMINATED FACTORY
UNIT SIZE: ................................................. 28 GAME
UNIT IDENTIFICATION
STEP:.................................................................22
ABBREVIATIONS:.................................... 28
GENERAL INTRODUCTION: THE
SETUP DESIGNATIONS:.......................... 28 RUSSIAN FRONT recreates, in game
THE OPTIONAL RULES Number: ................................................. 28 form, the largest and most decisive land
THE OPTIONAL RULES........................................22 Asterisk:................................................. 28
17.0 THE SPECIAL MOVEMENT/COMBAT campaign of World War II, that in the
OTHER UNITS: .................................... 28
PHASES ...................................................................22 COMBAT UNIT SETUP (2.3).......................... 28
Soviet Union from mid 1941 until the end
17.1 SPECIAL PHASE GENERAL A. THE SOVIET SETUP: ........................... 28 of 1944. THE RUSSIAN FRONT is a
PROCEDURES:...............................................22 1) THE MILITARY DISTRICTS SETUP: game for two players, one controlling the
17.2 AIR SUPPLY: ..........................................22 ............................................................... 28
17.3 SOVIET PARATROOPER DROPS:....22 Soviet forces and the other controlling the
2) THE SOVIET INTERIOR SETUP:.. 28
17.3.1 DROP HEX RESTRICTIONS:.........22 B. THE AXIS SETUP: ................................ 28
Axis forces. Although based on history,
17.3.2 PLACING THE PARA-TROOPER C. AIR UNIT SETUP:................................. 28 the side that wins a game is not
UNIT: ...........................................................22 COMBAT EXAMPLE (7.6).............................. 28 predetermined, and games do not
17.3.3 PARATROOPER HITS:...................23 A. BACKGROUND OF THE BATTLE OF
17.3.4 LATER PARATROOPER USES: ....23
necessarily follow the historical course of
SMOLENSK:............................................... 28
17.4 NAVAL TRANSPORT: ...........................23 events. The players are in command, and
B. THE AIR COMBAT SEGMENT:.......... 28
17.5 SOVIET MARINE AMPHIBIOUS C. THE GROUND COMBAT SEGMENT: 29 their actions and decisions determine the
LANDINGS:.......................................................23 results of each game.
18.0 OPTIONAL OUT OF SUPPLY.......................23
18.1 PROCEDURE: ........................................23 THE GENERAL MAGAZINE RULES INTRODUCTION: The rules
18.2 OUT OF SUPPLY MODIFIERS: ..........23 GENERAL Vol. 22. #4...................................... 29 are divided into major sections which can
RUSSIAN FRONT PLUS ........................... 29
19.0 MOVEMENT OPTIONS .................................23 be learned one at a time; first the Basic
19.1 STRATEGIC MOVEMENT:...................23 I. NEUTRAL BALKANS (S): .................... 29
II. NEUTRAL FINLAND (S): .................... 29 Game in this folder, then the Advanced
19.2 EXTRA MOVEMENT FACTORS: ........23
19.3 BREAKS IN THE ICE:............................23 III. CHANGED ITALIAN Game and the Optional Rules in the
19.4 CONVERTING OILFIELDS:..................23 PARTICIPATION: ...................................... 29 BATTLE MANUAL. These rules,
19.5 LIMITED INTELLIGENCE: ....................24 IV. MORE ACTIVE AXIS ALLIES (A): ... 30 although quite lengthy as a whole, do not
19.5.1 HIDDEN ORDER OF BATTLE V. NO PARTISANS (A): ............................ 30
VI. BETTER AXIS WINTER need to be read at one sitting, only
CARDS:........................................................24
19.5.2 INVERTED GROUND UNITS:.......24 PREPARATION (A): .................................. 30 carefully and thoroughly read one section
19.5.3 SOVIET STRATEGY CHANGE:....24 VII. GERMAN PARATROOPER JUMP at a time after playing games using and
19.5.4 VARIABLE ARRIVAL TIMES:......24 CAPACITY (A):.......................................... 30 understanding the rules in the previous
VIII. NO LEND-LEASE (A): ..................... 30

3
Russian Front – Consolidated Rulebook – Version 12132009

major section. The most commonly hexes on the long sides match up, with the This contains all the rules and information
needed information is given on the Basic panel letters oriented as shown: needed to play the more complex versions
Game Card, Game Card, and mapboard. of the game.
While reading the rules, when reference is
made to something on one of the cards or

D C B A
on the mapboard, find the section and AXIS PLAYER SOVIET PLAYER
familiarize yourself with its location and SITS HERE. SITS HERE.
uses while reading the rule. After the first
reading, the rules should be used as
reference for questions that arise during Mapboard features not part of the map 2.0 BASIC GAME SETUP AND
play – a Table of Contents is included in are as follows: PREPARATION FOR PLAY
the BATTLE MANUAL for ease in 1.1.1 CURRENT DATE CHART: Used
locating needed rules (NOTE: The Table 2.1 SIDE SELECTION:
to record the current Turn.
of Contents is located in the first pages of Decide by mutual agreement or
1.1.2 TERRAIN KEY: This identifies
this digital edition. Also, the Basic Game competitive die rolls which player takes
major mapboard terrain.
Rules Folder and the Battle Manual have the Soviets and which takes the Axis.
1.1.3 UNIT STORAGE: Used to hold
been combined in to one rulebook). 2.2 BASIC GAME ORDER OF
commonly used units while they are off
Games can and should be played using BATTLE CARDS SETUP:
the mapboard.
only the Basic Game Rules, which cover These cards contain pictures of every
1.1.4* OTHER: Other mapboard features
the play of THE RUSSIAN FRONT in its combat unit used in the game. Organize
are not needed for the Basic Game and are
simplest form, concentrating on the basic the combat units on top of their pictures,
explained in the BATTLE MANUAL.
concepts of the game. The rules in the and keep the cards convenient to that
1.2 THE UNIT COUNTERS: side's player. For the Basic Game, these
BATTLE MANUAL add additional topics Die-cut counters of contrasting colors,
and detail to concepts first introduced in cards are setup only through Turn 3, and
which must be punched out are, provided
the Basic Game. NOTE: The Avalon no naval units should be placed on the
for the play of the game. These are the
Hill errata has been incorporated in to this cards as these are not needed for the Basic
game’s playing pieces and are called
copy of the rulebook. These entries are Game.
“units”. Each displays information needed
differentiated with a deep red font. 2.3 THE BASIC GAME GENERAL
to play the game, as shown in THE UNIT
SCALE: A hexagon is approximately 25 MAPBOARD SETUP:
COUNTERS section of the Basic Game
miles across. A defense factor represents Place the turn units on the TURN
Card.
150-250 planes, 10-50 ships, or 8,000- RECORD CHART with the arrow of the
1.3 THE BASIC GAME RULES year unit pointing to “1941”, and the
25,000 men, depending on the type unit, FOLDER:
equipment, nationality, etc. arrow of the month unit pointing to
This folder contains the rules required to
“June”. Place the Axis and Soviet City
play the Basic Game version of THE
control units, the out of supply units, and
1.0 THE GAME COMPONENTS RUSSIAN FRONT. the do not use units in the UNIT
The following components are used for 1.4 THE BATTLE LOCATION CARD: STORAGE area. Axis and Soviet combat
play of the game. Please inspect these This is used to place units for combat. It is units are setup as explained in the
carefully, and become familiar with them divided into numbered “battle boxes”. COMBAT UNIT SETUP section of the
while reading through this section. 1.5 THE BASIC GAME CARD: Basic Game Card.
Components marked with an asterisk (*) There are two copies of this card, one per
2.4 BATTLE LOCATION CARD
are not needed for play of the Basic Game, player. Each card contains information and
SETUP:
but are explained in later sections of the charts needed to play the Basic Game. Place convenient to the mapboard with the
rules. 1.6 DIE: battle location units placed in the
1.1 THE MAPBOARD: One die is included. It is used to resolve correspondingly numbered battle boxes.
The mapboard shows the area in which the combats and has nothing to do with
2.5 OTHER UNITS:
actual campaign was fought. A hexagonal movement. Sort out the rail and hit units and place in
grid on the map regulates movement and 1.7 ORDER OF BATTLE CARDS: any convenient off-board location.
permits the precise positioning of the These cards (one Axis and one Soviet)
playing pieces. Individual hexagons are display when and where all combat units
are available. 3.0 THE BASIC GAME
called “hexes”, and contain individual
letter/number codes for identification. 1.8* THE GAME CARD: SEQUENCE OF PLAY
Terrain is simplified and adapted to There are two copies of this card included, The game starts when all setup is
conform to the hex grid. The mapboard is one per player. Each card contains the complete. The game is played in “Turns”,
divided into four lettered panels (“A” most frequently used and needed game each representing the passage of one
through “D”), look for the large letters information and charts and tables. month's time, and a Basic Game lasts three
near one of the short sides of each of the 1.9* THE BATTLE MANUAL: Turns, representing the months of June,
panels, place together so that the partial July, and August 1941. Each Turn is

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divided into “phases”, “steps”, and ground units in that hex immediately lose expending extra movement factors in the
“segments” which must be performed their zones of control. Also, a ground hex. Only railroad hexes may be
(skip any that do not apply during a Turn) unit's zone of control does not extend converted; non-railroad hexes may not be
in the order outlined in the BASIC GAME across deep-water hexsides or the Kerch converted to railroad hexes.
SEQUENCE OF PLAY section of the Strait (hexsides between hexes D17, D18, 4.5.2.1: An Axis ground unit may convert
Basic Game Card and explained in detail E18, and E19) or into all-water lake, sea, a hex by expending one extra movement
later in the rules. or water portions of coastal hexes. factor in the hex, and a Soviet ground unit
4.2.3 EFFECTS OF ZONES OF may convert a hex by expending two extra
4.0 BASIC GAME GENERAL CONTROL: Zones of control effect movement factors in the hex.
PROCEDURES AND SPECIAL supply routes (see 4.6.2), reinforcements 4.5.2.2: These conversions may be done
(see 5.2.1.3), and ground movement (see only during the Ground Movement Step,
RULES 6.2.1). They do not hinder or prevent and may be performed in any railroad
The following rules all play a part in retreats. and/or city hex, including hexes in
several different Phases and or Steps of a 4.3 STACKING, MORE THAN ONE opposing unit's zones of control and even
Turn and are grouped together to avoid UNIT PER HEX: in battle hexes (place a rail unit in the
repetition. There are no limits on the number of battle box to show that the hex will be
4.1 PLAYER/SIDE DEFINITIONS: ground or naval units that may be placed converted if the enemy units retreat or are
4.1.1 CONTROLLING PLAYER / in the same hex. However, no more than eliminated – if the converting side retreats
ENEMY: A player always moves the two air units may use the same fortress, from or is eliminated in a battle hex, the
units of his side, and is, therefore, the major, or minor city hex as an airbase hex hex is not converted, even though the
“controlling player” for his own units and (see 6.3.1), although any number of air movement factors to do so were
territory. Whenever the rules refer to units units may be placed in the same hex for expended).
moving, this means that the controlling combat purposes. 4.5.3 MARKING CONVERTED RAIL
player is the one moving them. What a 4.4 BASIC GAME SPECIAL UNIT HEXES: The conversion of a hex is
player does not control is defined as RULES: shown by placing (to show Axis gauge) or
“enemy”. In the Basic Game, Axis forces consist of removing (to show Soviet gauge) a rail
4.1.2 PHASING / NON - PHASING Germany and four Axis ally nationalities unit in the hex. Where any confusion may
PLAYERS: The “phasing player” is the (Finland, Hungary, Italy, and Romania). exist, mark every hex, but once an entire
player currently performing the phases Soviet forces have no differentiations that section is converted, one rail unit per line
(Axis or Soviet Phases) for his side. Thus, apply in the Basic Game. marking the limits of conversion is
the Axis player is the phasing player 4.4.1 MARINE AND PARATROOPER sufficient to show how far the conversion
during the Axis Phases, and the Soviet UNITS: In the Basic Game, these units extends. Once converted, a rail hex is
player is the phasing player during the are treated exactly like infantry units – “friendly” to the owning side.
Soviet Phases. The player who is not the they have no special capabilities. 4.6 SUPPLY RULES:
phasing player is the “non-phasing” 4.4.2 FIRST TURN HUNGARIAN Military forces require vast amounts of
player. Unless specifically stated NEUTRALITY: During Turn 1 (Jun, 41) supplies – food, ammunition, fuel, etc. – to
otherwise, all die rolls are performed by the Hungarian unit remains in Hungary, remain in action at full effectiveness.
the phasing player. and has no zone of control. No other Axis 4.6.1 OUT OF SUPPLY COMBAT
4.2 ZONES OF CONTROL: or Soviet units may enter or trace supply UNITS: A combat unit that cannot trace a
All ground units have a “zone of control”. into Hungarian hexes during Turn 1. “supply route” from the unit to a source of
Air and naval units have no zone of These restrictions end on Turn 2. friendly supply is “out of supply”. A
control. Zones of control represent a 4.5 RAILROAD CONVERSIONS: supply route may not exceed five hexes in
degree of control of adjacent hexes by a The Soviet and Axis railroads used length from the unit to the supply source.
ground unit. different gauges (width of track) so that For example, unit “A” is five hexes from
4.2.1 NORMAL ZONE OF CONTROL: their trains could not use each other's rails the nearest supply source and is
A ground unit’s zone of control normally without convening the gauge. “supplied”. Unit “B” is six hexes from the
consists of all six surrounding adjacent 4.5.1 INITIAL RAILROAD GAUGES: nearest supply source and is out of supply.
hexes, as shown below: All railroad and city hexes starting the
game on the Axis sides of
national boundaries are Axis
gauge, and all railroad and
city hexes on the Soviet side
of national boundaries are
Soviet gauge.
4.5.2 CONVERTING RAIL HEXES: A 4.6.2 SUPPLY ROUTES: A supply
4.2.2 NO ZONES OF CONTROL: As railroad hex (including city hexes) may be route from a combat unit or hex to a
soon as a battle location unit is placed, all “converted” to a friendly gauge by supply source may follow any connected

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path of hexes through any land terrain, but Transfer Segment. Out of supply air units 5.2.1 REINFORCEMENT ARRIVAL:
not through any hex occupied by an may participate in combat in their base hex Reinforcement units are placed on the
opposing ground unit, any hex in an if attacked. mapboard as follows:
opposing ground unit's zone of control, 4.6.4.4: Any combat unit marked as out of 5.2.1.1 REINFORCEMENTS ARRIVE
unless that zone of control hex is also supply during its side's Out Of Supply IN NAMED CITY: If a city name is
occupied by a friendly ground unit (in this Marking Step (see 5.1) that is still not listed with reinforcing units, they must be
case the zone of control is negated for supplied by the Remove Out of Supply placed in or adjacent to that city hex (air
supply purposes only), through an enemy Segment is eliminated. units must be placed in a city hex).
controlled city hex, or through any deep- 4.7 CITY AND OILFIELD HEX 5.2.1.2 REINFORCEMENTS ARRIVE
water hexside or all-water hex. A supply CONTROL: “ANY”: If the word “any” is listed with
route does not have to be straight, but can At the end of the game, the sides reinforcing units they may be placed in
twist as needed for up to five hexes. automatically control all cities and the and/or adjacent to any friendly supplied
4.6.3 SUPPLY SOURCES: A supply oilfield hex in their own territories, and fortress and/or major city hex or hexes
source can be any friendly partial hex on retain this control unless an enemy ground located in the unit's home country
the edge of the mapboard of the unit enters the city hex. (NOTE: Treat Romania as the “home
appropriate color (red for Soviets, gray for 4.7.1: Once a ground unit enters and/or country” for Italian units), and/or (for
Axis – the black partial hexes cannot be passes through a city or oilfield hex, that ground units only) in any friendly (gray
used by either side), any friendly hex is immediately controlled by the side for Axis, red for Soviet) partial hex on the
controlled port, or any friendly railroad having the last ground unit enter and/or edge of the mapboard. To be used, a
hex (including those converted during the pass through the hex. mapboard edge partial hex must be located
current Turn) that can be traced in any 4.7.2: Normally, front line positions make in the reinforcing unit’s home country.
unblocked (as in 4.6.2, a friendly unit it easy to determine control, but for more 5.2.1.3 REINFORCEMENT ARRIVAL
negates a zone of control for supply fluid situations, the appropriate Axis or RESTRICTIONS: No reinforcements
purposes) and unbroken supply route of Soviet control units should be placed in may be placed in a hex that is out of
friendly railroad hexes of any length to a city or oilfield hexes to avoid confusion. supply (check supply as if the hex were a
friendly mapboard edge or other supply Remove the control units and replace in combat unit) and/or that lies in an enemy
source. A one-hex wide mapboard edge the UNIT STORAGE area on the zone of control (even if there is also a
directly between two identically colored mapboard when no longer needed. friendly unit in the hex). Reinforcements
partial hexes is considered to be a supply 4.8 MARKING BATTLE LOCATIONS: must be held back (see 5.2.2) if their
source of the same color as the adjacent Combat in THE RUSSIAN FRONT named city is controlled by the enemy, is
partial hexes. occurs within hexes that contain combat out of supply, if the named city and all
4.6.4 EFFECTS OF BEING OUT OF units from both sides. These “battle adjacent hexes lie in enemy zones of
SUPPLY: Supplied combat units perform location hexes” should be immediately control, and/or stacking limits would be
normally, but the following restrictions marked by placing a battle location unit in exceeded.
apply to out of supply combat units: the hex, removing the combat units from 5.2.1.3.1: Reinforcements placed in or
4.6.4.1: Ground units marked with out of the hex and placing them in the adjacent to cities may be stacked with each
supply units may only be moved in a correspondingly numbered battle box on other and/or with units already in the hex
direction or combination of directions that the Battle Location Card. with no stacking limits (except air units –
would be allowed if they were retreating two per hex maximum).
(see 7.5.2.2 for allowable directions), into 5.0 THE BASIC GAME 5.2.1.3.2: Reinforcements placed in partial
an adjacent hex in any direction containing edge hexes may be placed only one unit
PREPARATION PHASES
only friendly combat units and/or into an per partial hex. They may not remain in
adjacent friendly city (fortress, major or The Axis player performs this phase these partial hexes, but must actually enter
minor). They may not be used to convert during the Axis Phases and the Soviet the full mapboard hexes during the Turn.
railroad hexes and their movement factors player performs it during the Soviet 5.2.2 HOLDING BACK REINFORCE-
are halved (round any fractions down), but Phases. MENTS: Reinforcements that must be
their attack and defense factors remain the 5.1 THE OUT OF SUPPLY MARKING held back or which the player wishes to
same. Restrictions allowing, these STEPS: hold back may be brought onto the
movements may cause combats and/or be The phasing player checks all of his mapboard during the side’s Reinforcement
into enemy controlled cities. combat units to see if any are out of Step of any later Turn after their usual
supply (see 4.6) – if so, an out of supply Turn of arrival – keep the units in the
4.6.4.2: Out of supply armor units may not unit is placed on top of the combat unit or ACCUMULATED REPLACEMENTS
make Exploitation Phase movements (see units. area until used. All held back
8.2). 5.2 THE BASIC GAME REINFORCE- reinforcements are placed “any”.
4.6.4.3: Out of supply air units may be MENT STEPS:
used only to make a transfer movement The phasing player checks his Order of
(see 7.7.1) during their side's Return and Battle Card to see what reinforcements
(new units) are due.

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6.0 THE BASIC GAME 6.1.3.1: Movement must end when a phasing unit or units is still the defender
MOVEMENT PHASES ground unit enters a hex containing an during combat, even though moved. For
enemy ground unit or when an air unit example, in the diagram below, the unit in
The Axis player performs this phase enters a hex containing an enemy air unit, hex “A” is in the zone of control of the
during the Axis Phases and the Soviet and a battle location must be marked (see enemy units in hex “B”. The phasing
player performs it during the Soviet 4.8), if not already marked. player moves the unit from hex “A” into
Phases. 6.1.3.2: An air unit or units may enter hex “C”, and the nonphasing player may
6.1 GENERAL RULES OF MOVE- and/or pass through a hex or hexes then move any of the units from hex “B”
MENT: containing an enemy ground and/or naval into hex “C”. The unit in hex “D “ may
Units may be moved alone or together in unit or units without penalty. not be used for a response movement as
stacks that can be broken down at any 6.1.3.3: A ground unit may enter and/or the unit originally in hex “A” was not then
point during movement. Units are moved pass through a hex or hexes containing in that unit's zone of control before
by tracing a continuous route of movement only an enemy air unit or units without entering hex “C”. If the response
through the mapboard's hexgrid. Hexes penalty, although the air unit must movement is made, a battle location unit is
may not be jumped or skipped. Units may immediately make an “evacuation placed in hex “C”, ending all further
be moved in any desired order, but, since movement” (see 6.2.2). movement by all the units in hex “C”.
there are such a large number of units on 6.1.4 RESTRICTED HEXES: Ground Alternately, if the phasing player first
each side, it is suggested that the phasing units may not (although air units may) moves the unit in hex “C” into hex “B”,
player generally start moving units at one pass through a deep-water hexside or enter this results in the placement of a battle
end of the line, then work to the other end all water hexes. Combat units may enter location unit in hex “B”, negating the “B”
to avoid confusion as to which units have hexes that are partially land and partially hex units zones of
already been moved. The die has nothing water (called “coastal hexes”) at normal control (see 4.2.2). The
to do with movement. movement costs, but may not move into unit in hex “A” could
6.1.1 NUMBER OF UNITS TO MOVE: partial hexes on the mapboard edges. then enter hex “C”
The phasing player may move as many or 6.1.5 BASIC GAME MOVEMENT without causing a
as few of his units as desired; all, some, or ACROSS THE KERCH STRAIT: response movement.
none. Moving across the Kerch Strait (hexsides 6.2.2 AIR EVACUATION MOVE-
6.1.2 MOVEMENT FACTORS AND between hexes D17, D18, E18, and E19) MENT: Whenever a ground unit enters
MOVEMENT COSTS: Each combat unit costs Axis units three extra movement an enemy airbase hex containing no
has a “movement factor” printed on the factors and Soviet units one extra enemy ground unit or units, any enemy air
counter that determines the maximum movement factor. unit or units in the hex must immediately
amount of movement available to the unit 6.2 THE BASIC GAME GROUND perform an “evacuation movement”.
each Turn. MOVEMENT STEPS: 6.2.2.1: In an air evacuation movement, an
6.1.2.1: Regardless of terrain, air and The phasing player moves all of his air unit is moved to any friendly airbase
naval units expend one movement factor ground units that he wishes to move hex (see 6.3.1) that is not a battle location
per hex entered. Ground units expend a during this step. While the phasing player hex and does not already contain two air
number of movement factors per hex moves, the opposing player may only units within ten hexes of the current
entered depending on the terrain, as shown watch unless a “response movement” location. If no friendly airbase hex is
on the BASIC GAME TERRAIN CHART situation occurs or an air unit must make available, the air unit is eliminated.
on the Basic Game Card. For example, a an “evacuation movement”. 6.2.2.2: Any air unit that performed an
ground unit entering a clear hex expends 6.2.1 RESPONSE MOVEMENT: The evacuation movement may not be moved
one movement factor while entering a non-phasing player has the option to during the Non-Phasing Air Movement
forest hex expends two movement factors. immediately move a ground unit or units Segment or used to make a transfer
6.1.2.2: No unit may enter a hex for which in “response movement” whenever an movement (see 7.7.1.1). Mark this by
it lacks enough remaining movement enemy ground unit or units is moved from placing do not use units on evacuated air
factors. It is possible for an out of supply one zone of control hex to another zone of units. A unit marked with a do not use unit
unit to be unable to enter any new hex if control hex of the same non-phasing may be used for combat if a battle location
the costs to enter exceed the unit's halved ground unit or units without causing a unit is placed in its new hex (ie., there is
movement factor (see 4.6.4.1). battle. The non-phasing player may, if also a ground unit present).
6.1.2.3: Movement factors not used are desired, decline to make a specific 6.2.2.3: Any unit already marked with a
lost. They are not transferable from one response movement. A unit or units do not use unit (ie., having already
unit to another, nor may they be moved in response movement enters the performed one evacuation movement) is
accumulated from Turn to Turn. hex occupied by the phasing enemy unit or eliminated if forced to perform an
6.1.3 PASSING THROUGH HEXES – units, and the hex is marked with a battle evacuation movement.
ENTERING ENEMY HEXES: Units location unit (see 4.8). A response 6.3 THE BASIC GAME AIR
may pass through hexes containing other movement may not be made into a city MOVEMENT STEPS:
friendly units without penalty, paying the (fortress, major, or minor) hex. The non-
normal movement costs for the terrain.

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A player may move all of his air units that the “attackers” and the non-phasing side's 7.2.1.3.2.2: A required retreat result may
he wishes to or can move during his units are called the “defenders”. be ignored during any combat segment if
segment of this step. 7.2.1.1 STEP ONE–UNIT DETERMINA- the enemy engaged unit (but not if only
6.3.1 AIRBASE RULES: A friendly TION: If a side has more than one air or the enemy support unit) is eliminated
airbase hex is any controlled city hex (a one ground unit in a battle box, the during the same round of combat as the
fortress, major, or minor city) that could controlling player selects which unit will required retreat result is rolled.
serve as a supply source (see 4.6.3). The be “engaged” in a round of combat. If both 7.2.1.3.3 END OF ROUND OF COMBAT:
city hex may be in enemy zones of control sides have choices, the defender chooses This concludes a round of combat.
if there is a friendly ground unit in the city first. In the Basic Game, there may never Additional rounds may still be fought (see
hex. If located in an enemy zone of control be more than one air and/or ground unit 7.4).
with no friendly ground unit in the hex, engaged in a round of combat. 7.2.2 TERRAIN COMBAT MOD-
treat an air unit as out of supply (see 7.2.1.2 STEP TWO–COMPARE IFIERS: In the Basic Game, the terrain in
4.6.4.3). No more than two air units may ATTACK AND DEFENSE FACTORS– a battle location hex modifies only the
use the same airbase hex. FINDING THE COMBAT TABLE values of ground unit attack and/or
6.3.2 THE PHASING AIR MOVE- NUMBER: For the engaged units, apply defense factors by adding to or subtracting
MENT SEGMENTS: The phasing any combat modifiers (see 7.2.2), then from them, as shown on the TERRAIN
player moves any desired supplied air compare the attacker’s modified attack CHART on the Basic Game Card, and
units to any battle location hexes within factor with the defender's modified explained below:
ten hexes of their airbase hexes. defense factor and find the difference, 7.2.2.1 FORTRESS CITY MODIFIERS:
6.3.3 THE NON-PHASING AIR called the “combat table number”, by All armor units in these hexes have both
MOVEMENT SEGMENTS: The non- subtracting the modified defense factor their attack and defense factors reduced by
phasing player now moves any desired from the modified attack factor. For “-2”. All other units have their defense
supplied air units to any battle location example, if the attacker's modified attack factors increased by “+3”.
hexes within ten hexes of their airbase factor is “5” and the defender's modified 7.2.2.2 MAJOR CITY MODIFIERS: The
hexes. Air units marked with a do not use defense factor is “3”, the combat table same as fortress city modifiers, except that
unit, which are out of supply, and/or number is “5 - 3= +2”. If the attacker's all non-armor units have their defense
which are already in a battle location hex modified attack factor is “4” and the factors increased by “+2” instead of by
may not be moved during this step. defender's modified defense factor is “7”, “+3”.
the combat table number is “4-7= -3”. 7.2.2.3 CLEAR MODIFIER: There are no
7.2.1.3 STEP THREE–COMBAT modifiers in clear hexes.
7.0 THE BASIC GAME RESOLUTION AND USING THE 7.2.2.4 FOREST MODIFIERS: All armor
COMBAT PHASES COMBAT RESULTS TABLE: On the units in these hexes have both their attack
The Axis player performs this phase COMBAT RESULTS TABLE on the and defense factors reduced by “-1”. All
during the Axis Phases and the Soviet Basic Game Card, find the column other units have their defense factors
player performs it during the Soviet matching the combat table number found increased by “+1”.
Phases. in Step 2 and have the phasing player roll 7.2.2.5 MOUNTAIN MODIFIERS: All
7.1 THE BASIC GAME COMBAT the die. Crossgrid the die roll with the armor units in these hexes have both their
RESOLUTION STEPS: column to find the results, attack and defense factors reduced by
Individual combats in various battle 7.2.1.3.1 HITS: The number found to the “-2”. For other units, the defense factors
location hexes may be performed in any left is the number of hits on the attacker, are increased by varying amounts: “+1”
order determined by the phasing player, and the number found to the right is the for cavalry units, “+3” for mountain units,
but all combats between air units must be number of hits on the defender that were and “+2” for all other non-armor units.
completely resolved first, one battle caused by the combat. These hits should 7.2.2.6 MARSH MODIFIERS: All armor
location at a time, during the Air Combat be marked immediately (see 7.3). units in these hexes have both their attack
Segment, then all ground combats are 7.2.1.3.2 REQUIRED RETREATS: Any and defense factors reduced by “-3”. All
resolved, one battle location at a time, number printed in bold (darker) type other units have their defense factors
during the Ground Combat Segment. indicates a “required retreat” (see 7.5 for increased by “+1”.
Completely finish one combat before handling retreats) for the side taking the 7.2.2.7 RAILROAD/OILFIELD AND
starting to resolve the next. hits. A required retreat means that the side MINOR CITY MODIFIERS: These
7.2 GENERAL RULES OF COMBAT: must retreat, with the following hexes cause no modifiers. The other
Combat represents battles between the exceptions: terrain in their hex causes modifiers
opposing units in the same battle location 7.2.1.3.2.1: A required retreat result may depending on what is there. For example,
hex. The combats in each hex are resolved be ignored by all defending ground units a railroad hex that was also a mountain
individually. and their supporting units (including any hex would cause modifiers the same as a
7.2.1 COMBAT PROCEDURE FOR A ground or supporting units not engaged in mountain hex.
ROUND OF COMBAT: During all the current round of combat) During a
combats, the phasing side's units are called Ground Combat Segment if the battle
location hex is a fortress or major city hex.

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7.2.2.8 RIVER HEXES: All units in these and/or supporting unit in any desired hex. If the defender does not retreat, then
hexes have their defense factors increased manner. the attacker has the choice to retreat out of
by “+1”. 7.3.3 ELIMINATING COMBAT the battle location hex.
7.2.2.9 HEX H16: All units in this hex UNITS: A combat unit is eliminated and 7.4.1.1: If neither side retreats, there will
have their defense factors increased by removed from the mapboard when the be another round of combat.
“+4”, not including the river (which number of hits on the unit equals or 7.4.1.2: If either side voluntarily retreats,
increases the defense factor by an exceeds the unit's defense factor. see 7.5 for handling retreats.
additional “+1”) also in the hex. 7.3.4 ALLOCATING EXCESS HITS: 7.4.1.3: During the Ground Combat
7.2.2.10 CUMULATIVE MODIFIERS: If all engaged and/or supporting units are Segment, supporting air units may not be
All modifiers are cumulative. For eliminated, and not all hits have been voluntarily retreated while the ground
example, an infantry unit defending in a placed, any excess hits are placed on any units remain. During the Ground Combat
forest hex (“+1”) that is also a river hex unengaged units of that side in the hex, Segment, if any unit in the hex voluntarily
(“+1) has its defense factor increased by spread as desired by the controlling player. retreats, all combat units of the side must
“+1 +1 = +2”. An armor unit defending Excess hits from an air combat after the do so.
in a city hex (“-2”) that is also a river hex elimination of all of that side's air units in 7.4.2 CHANGING ENGAGED UNITS:
(“+1”) has its defense factor reduced by”- the hex are placed on any ground unit or If there are unengaged units in the hex, the
2 +1 =-1” Regardless of any negative units of that side. If there are no other players have the choice to change their
modifiers, no unit's modified attack or units of that side in the hex the excess hits engaged and/or supporting units for the
defense factor is ever considered to be are lost. next round of combat. The attacker
reduced to less than “1”. 7.3.5 EFFECTS OF HITS: There are no announces any changes, then the defender
7.2.3 AIR SUPPORT: Air units may effects of hits on combat units other than announces any changes.
never directly combat ground units. The bringing them closer to or causing their 7.5 RETREATS:
only way that an air unit may participate in elimination. Hits do not cause any Units in a battle location hex may be
combat with an enemy ground unit is by reduction of a combat unit's attack, required to retreat (see 7.2.1.3.2), retreat
“supporting” a friendly ground unit during defense, or movement factors. due to elimination (see 7.3.6), or
a Ground Combat Segment. 7.3.6 RETREATS DUE TO ELIMIN- voluntarily retreat (see 7.4.1). In all these
7.2.3.1: One air unit may “support” the ATION: If an engaged ground unit is cases the retreat rules are the same.
one engaged ground unit during a round of eliminated, even if its supporting air unit is 7.5.1 RETREAT MOVEMENT: The
ground combat. A supporting air unit adds not, all other units of that side in the hex controlling player moves the retreating
its factors to the engaged ground unit's must retreat. If an engaged or supporting unit into an adjacent hex. If there are a
factors. air unit is eliminated, all other air units of number of retreating units they may be
7.2.3.2: If the ground unit is attacking, add that side in the hex must retreat, although spread in any manner over a number of
the air unit's attack factor to the ground this does not cause the retreat of that side's adjacent hexes, as long as all these
unit's modified attack factor. ground units. See 7.5 for handling retreats. adjacent hexes conform to 7.5.2, below.
7.2.3.3: If the ground unit is defending, EXCEPTION: If both side's engaged units Such hexes are called “retreat hexes”. No
add the air unit's defense factor to the are eliminated, but one side has an units may retreat into the partial hexes on
ground unit's modified defense factor. unengaged unit and the other has none, the the edge of the mapboard. Retreat
7.3 MARKING AND EFFECTS OF side with the surviving unengaged unit movement is “free” – it costs no
HITS: remains in the hex. If both sides’ engaged movement factors.
Hits are marked by placing hit units with units are eliminated and both sides still 7.5.2 RETREAT DIRECTIONS: Units
the appropriate number under the combat have unengaged units in the hex, the retreat only to certain hexes.
unit or by eliminating combat units. attacker must retreat. 7.5.2.1 AIR UNIT RETREATS: Air units
7.3.1 PLACING HIT UNITS: If the 7.4 ADDITIONAL ROUNDS OF may retreat to any adjacent hex that does
combat unit was previously without hits, COMBAT: not contain an enemy air unit (including
place a hit unit under it equal to the Unless the engaged unit on one or both enemy air units in battle location hexes).
number of hits caused by combat. If the sides is eliminated or there is a required An air unit that retreats into a battle
combat unit already has a hit unit, place a retreat that cannot be ignored, the players location hex that does not contain an
new hit unit that equals the number of hits have the option to have an additional enemy air unit may not be used in the
already marked plus the number of new round or rounds of combat in the same combat in the new hex and do not place it
hits caused by the combat. battle location, if neither player wishes to in the battle box in that hex.
7.3.2 SPREADING HITS: Unless there make a “voluntary retreat”. Later rounds 7.5.2.2 GROUND UNIT RETREATS: For
are excess hits (see 7.3.4, below) all hits of combat follow the same procedures and ground units, a retreat hex must be in a
are placed on the engaged unit and/or rules as the first round of combat. direction from the battle location hex
supporting unit. If a ground unit is 7.4.1 VOLUNTARY RETREAT where, if the unit continued moving in that
supported, the controlling player may CHOICES: After the completion of a direction any distance required, it would
spread the hits over the engaged ground round of combat, the defender has the first finally reach a supply source (see 4.6.3)
choice to retreat out of the battle location without passing through an all water hex

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or may be into a hex in any direction the controlling player must eliminate any on the mapboard so the arrows point to the
containing only friendly combat units excess air units. proper month and year for the next Turn.
and/or a friendly city (fortress, major, or 7.7.1.4: When all return and transfer 9.2 THE VICTORY LEVEL PHASE:
minor). A retreat hex may not contain an movements are complete, remove all do This phase is performed only at the end of
enemy controlled city and/or an enemy not use units, and replace in the UNIT the game (Turn 3 – Aug, 1941). Count the
ground unit, be an unresolved battle STORAGE area on the mapboard. number of fortress city, major city and
location hex, or be in a direction not 7.7.2 THE REMOVE OUT OF oilfield hexes controlled by the Axis side.
leading to a supply source that does not SUPPLY SEGMENTS: Any out of This total number determines the level of
contain only a friendly combat unit and/or supply units that were placed during the victory, as follows:
city hex. Out of Supply Marking Step should be
7.5.3 UNITS INVOLVED IN checked. If the combat unit is now
NUMBER VICTORY LEVEL
RETREATS: Any type of retreat during supplied, remove the out of supply unit. If 1-16 Soviet Decisive Victory
an Air Combat Segment effects only air the combat unit is still unsupplied, the (a clear Soviet win)
units – the ground units in the hex must combat unit is eliminated, and removed 17-19 Soviet Marginal Victory
remain for the Ground Combat Segment. from the mapboard with the out of supply (Soviets are ahead)
Any type of retreat during a Ground unit. Replace the out of supply units in the 20-22 Tie (No Winner)
Combat Segment effects all units of the UNIT STORAGE area on the mapboard. 23-24 Axis Marginal Victory
retreating side in the hex. (Axis are ahead)
7.5.4 UNITS UNABLE TO RETREAT: 8.0 THE BASIC GAME 25+ Axis Decisive Victory (a
Any unit that must retreat and is unable to EXPLOITATION PHASES clear Axis win)
do so is eliminated.
7.6 END OF BATTLE–RETURN TO The exploitation phase consists of moving
MAPBOARD: the phasing side's armor units a second
As the combat in each battle location is time during the Turn.
completed, the battle location unit is 8.1: No other units but the phasing
immediately removed from the mapboard player's armor units may be moved during
and replaced in its battle box on the Battle this phase.
Location Card. Surviving combat units (if 8.2: A unit must be in supply at the start
any) are placed back on the mapboard in of the Exploitation Phase in order to be
the appropriate hex. NOTE: See the moved (the unit may be out of supply
COMBAT EXAMPLE on the Basic Game during or after the conclusion of an
Card. Exploitation Phase, but not at the start).
7.7 THE POST COMBAT STEPS: Check supply normally (see 4.6), but do
When all combats are resolved, the not mark with out of supply units – simply
following moves may be performed: do not move, if not supplied.
7.7.1 THE RETURN AND TRANSFER 8.3: The units move normally, exactly as
SEGMENTS: These segments return all during the Ground Movement Step, using
air units to base hexes. their full movement factors except that
7.7.1.1: The non-phasing player goes first, they may not convert railroad hexes or
moving all surviving air units that were have combats. They may not enter a hex
involved in battles to any friendly airbase containing an enemy ground unit, and may
hexes within ten hexes of their current not make any move that could cause a
locations (“return movement”). The response movement (EXCEPTION: A unit
phasing player then does the same for his making no other movements may always
air units. If desired, the players may also advance into one new hex containing no
employ “transfer movement” to move air enemy ground unit and then stop, even if
units that were not involved in battles this move could normally cause a response
during the side s phases or marked with do movement – in this case, it does not cause
not use units to new friendly airbases a response movement).
within twenty hexes of their current
locations. 9.0 THE BASIC GAME TURN
7.7.1.2: During these movements, hexes RECORD AND VICTORY
containing enemy combat units may be LEVEL PHASES
passed through.
9.1 THE TURN RECORD PHASE:
7.7.1.3: When complete, there should be
At the end of every Turn, advance the turn
no airbase hex containing more than two
units on the CURRENT DATE CHART
air units – if this proves to be impossible,

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they command. In any campaign, the The combat units, including naval units,
THE RUSSIAN smaller combat units are constantly being should be organized on these cards. The
FRONT BATTLE shuffled from corps to corps or army to
army, and coming and going from the
Turns to setup depend on the scenario and
the length of game decided on by the
MANUAL front. All the units portrayed in the game players. Note that some unit pictures
changed strengths as the campaign appear more than once – the ones to leave
progressed, getting larger or smaller as blank are noted in section “F” of each
Stop! Do not read this until after
combat units were attached and detached, scenario. Also, all withdraw and remove
reading the Basic Game Rules Folder.
so that only in the aggregate do they (surrounded by dashed lines) unit
Become thoroughly familiar with the
reflect the overall strengths of the forces locations are left blank.
Basic Game before moving on to the
involved. Reinforcements and removed or 10.3 THE ADVANCED GAME
more complicated versions of the game
withdrawn units reenact major additions, MAPBOARD SETUP:
found in this BATTLE MANUAL.
subtractions, and/or regroupings of smaller The turn units are setup on the TURN
combat units than they do the exact times RECORD CHART with the arrows
THE ADVANCED of arrival or departure of particular corps
or army headquarters – often a corps or
pointing to the scenario s starting date (see
“A.” in each scenario). Set the victory
GAME RULES army headquarters was created, level unit with the arrow pointing to the
withdrawn, or redesignated some time number given in “C.” in each scenario on
before or after its major combat elements the CURRENT VICTORY LEVEL
INTRODUCTION TO THE had already arrived or departed. This CHART. Place the three weather units
ADVANCED GAME means that some averaging was required (“Arctic”, “Central”, and “South”)
The Advanced Game Rules introduce new for a game of this scale, so some units anywhere on the CURRENT WEATHER
concepts and procedures that are absent in arrive or leave at slightly different times CHART. Place a rail unit in the “0” box
the Basic Game, giving a more complex than the historical corps or army of the RAIL MOVE REDUCTION area.
and detailed game that is much easier to headquarters did. Place the city control, out of supply, do
learn if the Basic Game Rules are already not use, blitz, refit, reserve, and any
well understood. The Advanced Game, in 10.0 THE ADVANCED GAME unused minefield units in the UNIT
most cases, simply adds to the Basic Game SETUP AND PREPARATION STORAGE area.
or supplements certain sections. The 10.3.1: When the naval units are setup,
FOR PLAY the naval units must be placed in their
expanded SEQUENCE OF PLAY WITH
ALL OPTIONS for using Advanced Game This is handled similarly to rule 2.0 in the specified port city hexes or in port cities in
and Optional Rules is printed on the Game Basic Game, with the following changes: their specified setup areas. All other
Card, and should be checked to spot the 10.1 SCENARIO SELECTION: combat unit setups must conform to the
new phases, steps, and segments added for The Advanced Game uses a number of normal restrictions (ie., air units must be
the Advanced Game (those used only with different “scenarios” which are, in effect setup no more than two per airbase hex,
the Optional Rules have “Op.” and the rule different games that can be played using etc., – also see 11.2).
reference number listed—these are not this same set of rules. Look over the 10.3.2: Factory units are placed as given
needed for the Advanced Game). In the scenarios included in the Scenario section in the scenario and may be in named city
Advanced Game, the Game Card replaces of this BATTLE MANUAL. The scenario hexes, the OFF BOARD FACTORIES
the Basic Game Card as the source of to use for a specific game must be decided area on the mapboard, and/or in the “F”
needed charts and tables (use the before anything else, and can be done by box of the CURRENT VICTORY LEVEL
COMBAT RESULTS TABLE and mutual agreement or competitive die rolls. CHART (see “E.” in each scenario).
TERRAIN CHART on the Game Card 10.1.1 SCENARIO SETUP INFOR- 10.3.3: Place a hit unit (unless a “0”) in
instead of the ones on the Basic Game MATION: Additional setup information the AVAILABLE PARTISANS area on
Card), although the unit counter and setup not found here is found in the individual the mapboard to show the number of
(for 1941 scenarios) information on the scenarios. partisan factors available (see “D.” in each
Basic Game Card is still used. ALL 10.1.2 THE “2” AND “3” START scenario).
BASIC GAME RULES STILL APPLY, LINES: The “1942” and “1943” scenarios 10.3.4: Soviet and Axis minefield units
UNLESS OTHERWISE STATED. use different setup areas than those are placed as given in “G.” in each
covered in the Basic Game, using hexsides scenario.
HISTORICAL DESIGN NOTES: The marked “2” as “start lines” for the “1942” 10.4 RAILROAD GAUGES:
major ground units used THE RUSSIAN scenario and hexsides marked “3” (often All railroad hexes are considered to be
FRONT represent large forces. Of the same hexsides as are marked “2”) as converted to the appropriate gauge for
themselves, corps and armies consist start lines for the “1943” scenario. their side of the start line.
primarily of a headquarters and various 10.2 THE ADVANCED GAME
support troops. Their real strength comes ORDER OF BATTLE CARDS
from the smaller combat formations that SETUP:

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11.0 THE ADVANCED GAME may be all or partially water hexes and air considered to be individual bodies of
GENERAL PROCEDURES and naval units go to the nearest possible water.
base cities) hexes in Soviet territory. 11.4.2 SUPPLY SOURCE PORTS:
AND SPECIAL RULES 11.1.3.2.2: When Finland surrenders in Extending the definition in 4.6.3, to be
11.1 AXIS ALLY SURRENDERS: this manner but not for a surrender forced used as a supply source port, a port city
Axis Allies may be forced to surrender. by the Soviet control of Helsinki), no units which otherwise does not qualify as a
Any Axis ally surrenders immediately of either side may enter, pass through, or supply source may be used as one if within
when its surrender conditions are met. trace supply through hexes in Finland for a five hex long supply route (by land or
11.1.1 ITALIAN SURRENDER: Italy the remainder of the game, and no Finnish sea – sea routes cannot pass through
surrenders in September, 1943 (Turn 28) cities count as controlled by the Axis side. enemy minefield hexes) to a partial map
regardless of the situation. During the 11.2 AXIS ALLY MOVEMENT AND board hex of that side’s color.
Axis Reinforcement Step of Turn 28, SETUP RESTRICTIONS: 11.4.2.1: A port may also be considered as
remove all Italian combat units from the Axis ally units are restricted as to where a supply source if there is at least one
mapboard. they may be moved. If forced by a friendly naval unit and one other
11.1.2 HUNGARIAN OR ROMANIAN required retreat or evacuation to enter a controlled and supplied (under 4.6.3 or
SURRENDERS: Romania surrenders if hex on a forbidden mapboard panel, these 11.4.2) port located on the same body of
the Soviet side controls the city of units must leave or attempt to leave as water. By sea, the side must be able to
Bucharest and Hungary surrenders if the soon as possible, even if this requires trace a continuous path of hexes from
Soviet side controls the city of Szeben combat. These restrictions apply to all port-to-port of any length without going
anytime from 1942 on. types of movement, including rail through an enemy minefield hex.
11.1.2.1: When one of these Axis allies movement. 11.4.2.2: Unless these conditions are met,
surrenders, all units of that nationality are 11.2.1 ITALIAN, HUNGARIAN, AND a port city may not be used as a supply
removed from the mapboard and remain ROMANIAN RESTRICTIONS: No source.
off for the remainder of the game. units of these nationalities may enter hexes 11.4.2.3: “Ice” does not effect a port’s
11.1.2.2: Units of both sides may continue completely on mapboard panels “A” or status as a supply source.
to operate in the nation's territory for the “B.” 11.4.3 COASTAL HEX SUPPLIES:
rest of the game. 11.2.2 FINNISH RESTRICTIONS: Units may be supplied in coastal hexes.
11.1.3 FINNISH SURRENDERS: The Finnish ground units may not enter hexes 11.4.3.1 COASTAL HEX SUPPLY
Finnish rail capacity (see 13.4.3.2) ends completely on mapboard panels “B”, “C”, CONDITIONS: Any unit or units actually
with any type of Finnish surrender. or “D”. This applies once Leningrad is in a coastal hex or hexes is always in
Finland may be forced to surrender in one Axis controlled, or anytime after that supply if there is a friendly naval unit and
of two ways: (even if Leningrad later passes back to a friendly controlled port city in the body
11.1.3.1 NORMAL FINNISH SUR- Soviet control). However, until that time, of water including that coastal hex or
RENDER: Finland surrenders if the Soviet Finnish ground units are funkier restricted hexes and a path of hexes of any length
side controls the city of Helsinki at any to entering only hexes in Finland, Hango, free of enemy minefield units can be
time. and areas of the Soviet Union bounded by traced from the port city to the coastal hex.
11.1.3.1.1: When surrendered in this the first “2, 3” start lines near Finland or The friendly controlled port must also be a
manner, all Finnish units are removed no more than one hex beyond these start supply source.
from the mapboard and remain off for the lines. Finnish air and naval units may 11.4.3.2 RETREAT TO A COASTAL
remainder of the game. enter other areas, but must be based in HEX: In addition to retreats covered in
11.1.3.1.2: Units of both sides may hexes falling within these restrictions. 7.5.2.2, a ground unit may also retreat
continue to operate in Finnish territory for 11.3 SOVIET NON-REPLACEABLE directly into such a supplied coastal hex, if
the rest of the game. UNITS: unoccupied by an enemy ground unit, an
11.1.3.2 ALTERNATE FINNISH SUR- Replacement factors may be used in these enemy air unit on an interdiction mission,
RENDER: Even if Helsinki is still in Axis units during Soviet Replacement Steps, or containing an enemy controlled city.
control, Finland must surrender if but, once eliminated, these units may 11.4.4 NAVAL SUPPLY: As long as
Leningrad is Soviet controlled on never be rebuilt to be used as there is at least one friendly controlled
September, 1944 (Turn 40) reinforcements. supply source port city on a body of water,
11.1.3.2.1: During the Axis 11.4 ADVANCED GAME SUPPLY a naval unit on that body of water is
Reinforcement Step of Turn 40, if RULES: supplied.
Helsinki is Axis controlled and Leningrad The Advanced Game requires some 11.5 RESERVE UNITS:
is Soviet controlled, all German units in supplemental supply rules. Reserve units are placed by the phasing
Finland and all Finnish units anywhere are 11.4.1 BODY OF WATER side during his Ground Movement Step or
removed from the mapboard, and all DEFINITION: The Gulf of Finland and Exploitation Phase, and may be used
Soviet units in Finland (including Hango) the Baltic Sea are considered to be the during his Exploitation Phase or during
are moved to their nearest (Soviet choice same body of water, as are the Sea of the Non-Phasing Reserve Ground
for equidistant hexes – the route traced Azov and the Black Sea Lakes are each Movement Step of the other side's phases.

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When moved, units marked by reserve and, if all combat units under the reserve 11.6.3 REMOVAL OF REFIT UNITS:
units do so at normal movement rates and unit have been moved, return to the UNIT Unless removed earlier due to combat,
costs. Any number of ground units in a STORAGE area on the mapboard. refit units are removed during a side's
hex may be marked by a single reserve 11.5.3.2 THE NON-PHASING RESERVE Remove Reserve and Refit Units Step.
unit. GROUND MOVEMENT STEP: Any When removed, one hit may also be
11.5.1 PLACING RESERVE UNITS IN ground units marked with a reserve unit removed from the armor unit without
THE GROUND MOVEMENT STEP: may be moved into a battle location hex using any replacement factors.
During a side's Ground Movement Step, a that contains an enemy ground unit or 11.7 BLITZ UNITS:
reserve unit may be placed on top of any units in the Non-Phasing Reserve Ground Blitz units are placed to indicate a
supplied ground unit or units in the same Movement Step of the other side's phases, particular type of attack trying to gain
hex if those ground units are not moved if not already in combat. ground.
during the Ground Movement Step and if 11.5.3.2.1: These units may not be moved 11.7.1 PLACING BLITZ UNITS: Blitz
they are not adjacent to any enemy ground through (although they may enter) any units must be placed as soon as a battle
unit or units (they may not be adjacent battle location hexes. They may not enter location unit is placed and the combat
even if the enemy ground unit's zones of or pass through any air interdiction hexes units are moved to a battle box on the
control do not effect the hex). Any ground or into any hexes containing enemy Battle Location Card. A blitz unit may be
units marked by a reserve unit may not ground units that are not already in a battle placed where a battle is caused by
have expended any movement factors location hex. Their movement may cause response movement, if desired.
during the Ground Movement Step. response movements. 11.7.1.1: For a blitz unit to be placed there
11.5.1.1: The number of reserve units that 11.5.3.2.2: Remove the reserve unit from must be at least one attacking armor unit
may be placed is limited by the any ground unit moved during this step, in the battle location box.
countermix (three Axis, two Soviet). and return to the UNIT STORAGE area 11.7.1.2: The blitz unit is placed in the
11.5.1.2: An armor unit marked with a on the mapboard, if no units remain in the battle box with the number on the top
reserve unit may not also be marked with a hex. (facing the top of the Battle Location
refit unit. 11.6 REFIT UNITS: Card) of the blitz unit equal to the armor
11.5.2 PLACING RESERVE UNITS IN Refit units are placed to indicate that unit's movement factor minus the number
THE EXPLOITATION PHASE: The armor units are undergoing a period of rest of movement factors expended by the
same rules and conditions as during a and maintenance. armor unit to reach and enter the hex and
Ground Movement Step apply, except that 11.6.1 PLACING REFIT UNITS: one additional movement factor (for the
reserve units may be placed only on During a side's Ground Movement Step, a round of combat to come). For example, a
supplied armor units that are not moved single refit unit may be placed on top of German armor unit (“6” movement
during the Exploitation Phase (they may any one supplied armor unit that is not factors) starting movement from an
have been moved earlier during the moved and is located in any city hex not adjacent hex enters a clear hex in fair
Ground Movement Step). Reserve units adjacent to any enemy ground unit or weather that contains a Soviet ground
placed during a side's Ground Movement units. Any ground units marked by a refit unit. A blitz unit is placed with “6”
Step and then removed during the unit may not have expended any movement factors minus one movement
Exploitation Phase may not be placed movement factors during the Ground factor to enter the hex minus one
again during the same Exploitation Phase. Movement Step. additional movement factor equals “4” on
11.5.3 USING RESERVE UNITS: 11.6.1.1: The number of refit units that top.
Combat units marked with reserve units may be placed is limited by the 11.7.1.3: If more than one armor unit has
may be moved at one of two different countermix (two Axis, one Soviet). Both entered the hex, the Blitz unit number is
times (see 11.5.3.1 and 11.5.3.2, below). Axis refit units may be placed in the same set to match the lowest number that would
If not removed earlier due to the hex, if placed on different armor units. be obtained from any of these armor units.
movement of all of the marked combat 11.6.1.2: An armor unit marked with a The number on the blitz unit shows the
units, the reserve units are removed during refit unit may not also be marked with a number of movement factors remaining to
the side's next Remove Reserve and Refit reserve unit and may not be moved during use by the attacking armor units.
Units Step. an Exploitation Phase. 11.7.1.4: No more than one blitz unit may
11.5.3.1 RESERVE UNIT EXPLOIT- 11.6.2 REFIT UNITS IN COMBAT: be placed in the same hex and the number
ATION: Any ground units that were Any armor unit marked with a refit unit of blitz units that may be placed is limited
marked with a reserve unit may be moved may not initiate combat as an attacker (it by the countermix to three per side per
during their own side's Exploitation Phase may make response movement) and has its Ground Movement Step.
along with the usual armor units. defense factor modified by “-2” if 11.7.1.5: Blitz units may not be placed in
11.5.3.1.1: The normal Exploitation Phase attacked. As soon as such a combat is battles that occur in fortress or major city
rules (see 8.0) apply to units moved in this over, the refit unit is removed from the hexes.
manner. hex and returned to the UNIT STORAGE 11.7.2 USING BLITZ UNITS DURING
11.5.3.1.2: Remove the reserve unit from area on the mapboard. THE GROUND COMBAT SEGMENT:
any ground unit moved during this phase, All Air and Naval Combat Segments are

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resolved normally, but, when the Ground 11.7.2.3 BLITZ UNIT ADJUSTMENT 11.8 ROMANIAN PLUS HUNGARIAN
Combat Segment is reached, all combats FOR PURSUIT: If the defenders retreat UNITS:
marked with a blitz unit are resolved (this retreat will also include supporting Romanian and Hungarian units may never
(including all pursuit and/or blitz units) after a round of combat, they are end movement or a retreat stacked
movements and additional combats), one immediately retreated into their new hex together, if this can be avoided in any
at a time, in any order determined by the or hexes following normal retreat rules manner short of eliminating a unit.
phasing player, before any combats not and the attacker may (at his option) 11.8.1: Unless forced by a required retreat
marked with a blitz unit are resolved. “pursue” into one of these new hexes, if they may never enter each other's country,
Ground combats marked with a blitz unit allowed by the top number currently and if forced to enter, must attempt to
are resolved normally, with the following showing on the blitz unit and if the hex is leave as soon as possible, even if this calls
exceptions: not a fortress or major city hex. for an attack.
11.7.2.1 BLITZ UNIT ADJUSTMENT 11.7.2.3.1: Pursuing units may include any 11.8.2: Hungarian units may pass through
FOR ROUNDS OF COMBAT: For each or all of the attacking armor units and their Romania and Romanian units may pass
additional round of ground combat after supporting units. through Hungary while using rail
the first, the blitz unit is adjusted to show 11.7.2.3.2: After a pursuit, the blitz unit is movement.
one less number than was previously adjusted to reflect the number of 11.9 NATIONAL AIR AND NAVAL
shown. For example, if a “3“ is currently movement factors expended (depending UNITS:
the top number on a blitz, units and an on weather conditions and terrain) to enter 11.9.1: Axis air units may not be used to
additional round of ground combat is to the new hex and by one additional support combats involving Axis naval or
be fought, the blitz unit is adjusted so that movement factor (for the coming round of ground units of a different nationality.
a “2” is number top number. combat). Pursuit is impossible if the top For example, a German air unit may not
11.7.2.1.1: If “1” is the top number and an number on the blitz unit is too small to be used to support a Romanian ground
adjustment is called for, the blitz unit is permit the move; the new round of combat unit. An Axis air unit may be used for air
removed, and the combat becomes a is then resolved normally in the new hex. combat in the same hex as Axis ground or
normal ground combat. 11.7.2.3.3: It is possible to pursue into a naval units of a different nationality, but,
11.7.2.1.2: If the attackers retreat, the blitz hex, have the defender again retreat after a if successful, may not be used for support
unit is removed. round of combat, and pursue again (and/or 11.9.2: Axis naval units may support
11.7.2.2 BLITZ PURSUIT AND opt for blitz moves) with additional blitz ground units of any Axis nationality,
MOVEMENT: The marking of a battle unit adjustments. except that the Romanian naval unit may
with a blitz unit may permit additional 11.7.2.3.4: Pursuit is allowed even if the not be used to support a Hungarian ground
movement and/or battles by the phasing defender retreated into a hex already unit.
armor units. containing other defending units (which 11.10 EXAMINING ENEMY UNITS:
11.7.2.2.1: With more than one attacking may take part in the combat). While they are on the mapboard, no player
armor unit in a blitz battle location hex, it 11.7.2.4 BLITZ MOVES: If all defending may look through the other side's stacks of
is possible for a player to “pursue” with ground units in a combat marked with a combat units and/or check to see the hit
some armor units and “blitz move” with blitz unit are eliminated or retreat, the units stacked under enemy combat units.
others (any or all may include supporting attacking armor unit or units may use Once placed in a battle box, units should
units, if possible), at the phasing player's “blitz moves” and be moved normally (if be spread out, and opponent's combat and
option. With only one phasing armor unit possible), as in a Ground Movement Step hit units may be immediately examined.
only one or the other may be done. (of which this is actually an extension),
11.7.2.2.2: Movement factors can be expending any remaining movement 12.0 THE PRELIMINARY
expended to convert railroad hexes during factors allowed by the top number
pursuit and/or blitz moves.
PHASE
showing on the blitz unit. This movement
11.7.2.2.3: Move the battle location unit may include supporting units but may not This phase is newly introduced in the
on the mapboard to show pursuit moves be into hexes occupied by enemy ground Advanced Game, and comes prior to the
(the involved combat units remain in the units, although it can cause normal Axis Phases.
battle location hex). The phasing armor response movement by enemy ground 12.1 THE WEATHER DETERMIN-
units are placed on the mapboard for blitz units (including those retreated from ATION STEP–WEATHER EFFECTS:
moves, although a new battle location unit previous blitz battle location hexes and not Weather conditions played a large role in
may be required if there is response pursued). Battles caused by response the historical campaign. Unlike the Basic
movement causing new battles. movement during blitz movement are not Game, where the weather is always the
11.7.2.2.4: If, during a combat caused by marked with a blitz unit. same (“fair”), weather conditions during
pursuit or blitz movement, the combat 11.7.3 REMOVAL OF BLITZ UNITS: an Advanced Game Turn can vary and
takes place in a he containing retreated air Blitz units are returned to the UNIT effect supply and movement.
and/or naval units, these units are not used STORAGE area on the mapboard when 12.1.1 WEATHER CONDITIONS:
in the combat. their use is complete. Weather conditions can be “fair”, “wet”,
“mud”, or “snow”.

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12.1.2 WEATHER ZONES: The considered before moving a unit into a show the reduction found in 12.2.1.2,
mapboard is divided into three “weather hex. above.
zones.” 12.1.6.1 EFFECTS ON GROUND 12.2.3 EFFECTS OF RAIL REDUC-
12.1.2.1: The “arctic” weather zone MOVEMENT: The TERRAIN CHART TION: During the Axis Rail Movement
consists of mapboard panel “A”, including on the Game Card shows the movement Step of the Turn, the Axis rail capacity is
the hexes partially on “A” and “B”. costs for entering all types of hexes with reduced by a number of units equal to the
12.1.2.2: The “south” weather zone separate columns for all types of weather. reduction shown in the RAIL MOVE
consists of mapboard panel “D”, including Except for the separate columns for the REDUCTION area on the mapboard. This
the hexes partially on “D” and “C”. weather conditions, this works the same as reduction is always in the Axis rail
12.1.2.3: The “central” weather zone explained in 6.1.2. capacity for most of the mapboard, not for
consists of mapboard panels “B” and “C”, 12.1.6.2 EFFECTS ON NAVAL the rail capacity in Finland.
not including the partial hexes connecting MOVEMENT: During snow weather
to mapboard panels “A” and “D”. conditions in their weather zones, no naval 13.0 THE ADVANCED GAME
12.1.3 DETERMINING THE movement is possible (due to “ice”) in
coastal or all-water lake hexes or all
PREPARATION PHASES
WEATHER: The Axis player rolls the die
and consults the WEATHER TABLE on coastal or all-water hexes of the Baltic The changes and additions to the Basic
the Game Card, crossgridding the current Sea/Gulf of Finland and Sea of Azov (not Game rule 5.0 are given below:
“month” column with the die roll to find including the Kerch Strait or Black Sea 13.1 THE REMOVE RESERVE AND
the weather conditions. The weather in hexes). Naval units forced to move during REFIT UNITS STEPS:
the central weather zone is found cross- “ice” conditions in these areas are During this new Advanced Game step, the
gridded with the actual number rolled, the eliminated. Naval units that cannot move phasing player removes all of his reserve
weather in the arctic weather zone is found due to “ice” may still participate in and refit units from their hexes. Any
crossgridded with the number rolled plus combats and lay mines in their own naval armor unit that had been marked with a
one, and the weather in the south weather base hexes. refit unit also has one hit removed when
zone is found crossgridded with the 12.1.6.3 EFFECTS ON AIR the refit unit is removed. Replace the
number rolled minus one. For example, in MOVEMENT: Weather conditions do not reserve and refit units in the UNIT
November a “4” is rolled on the die. This effect air movement. STORAGE area on the mapboard.
gives “wet” weather conditions (“4-1=3”) 12.2 THE PARTISAN ACTIVITY 13.2 THE REPLACEMENT STEPS:
in the South weather zone, “mud” weather STEP: During this new Advanced Game Step, the
conditions (“4” rolled) in the central If the Soviet player has no partisan factors phasing player checks the REPLACE-
weather zone, and “snow” weather available or chooses not to use any, this MENT CHART on the game card to see
conditions (“4+1=5”) in the arctic step is skipped. how many replacement factors are
weather zone. 12.2.1 PARTISAN ACTIVITY PROCE- available and then uses the replacement
12.1.4 MARKING THE WEATHER: DURE: This procedure simulates the factors to replace losses.
Place the central, arctic, and south weather effects of the attacks by Soviet partisan 13.2.1 DETERMINING AVAILABLE
units in the appropriate boxes of the units in Axis rear areas. REPLACEMENT FACTORS: Check
CURRENT WEATHER CHART on the 12.2.1.1 SELECTING PARTISANS: The the line on the REPLACEMENT CHART
mapboard to show the Turn's weather Soviet player selects one to three partisan corresponding to the current Turn. For
conditions in each weather zone. factors from the AVAILABLE example, on Turn 2 (Jul, 41) the Axis side
12.1.5 WEATHER EFFECTS ON PARTISANS area on the mapboard, gets 8 replacement factors for
SUPPLY: Only snow weather conditions adjusting the hit unit there to reflect the “Germany”, 1 replacement factor for
effect supply rules. number of factors chosen for use. The “Finland”, and 1 replacement factor for
12.1.5.1: Supply routes may be traced number of partisan factors chosen can the “other” Axis allies (Hungary,
across deep water lake hexsides and lake never exceed three. Romania, and Italy). On his Replacement
all water hexes during snow weather 12.2.1.2 USING THE PARTISAN Step of the same Turn, the Soviet side will
conditions, as these are considered to be TABLE: The Soviet player then rolls the get 2 “off board” and 14 “on board”
“frozen over” (NOTE: Movement through die and consults the PARTISAN TABLE replacement factors, for a total of 16
these hexes is still forbidden and zones of on the Game Card. Modify the die roll by Soviet replacement factors.
“+l” if the weather conditions in the 13.2.1.1 OTHER AXIS REPLACEMENT
control still do not apply).
central weather zone are mud or snow, FACTORS: The number of Axis
12.1.5.2: “Ice” (in snow weather
and by an additional “+1” per partisan replacement factors may vary from the
conditions – see 12.1.6.2, below) does not
factor used. Find the amount of Axis rail listed numbers, as follows:
effect a port city's status as a supply
reduction on the line containing the 13.2.1.1.1 OILFIELDS: Each Axis
source.
modified die roll. controlled oilfield hex adds one
12.1.6 WEATHER EFFECTS ON
12.2.2 MARKING RAIL replacement factor. Oilfield replacement
MOVEMENT: The weather zone and the
REDUCTION: Move the rail unit in the factors may be used or added as excess
weather conditions in a hex must be
RAIL MOVE REDUCTION area on the replacement factors for Germany and/or
mapboard into the appropriate box to for any Axis ally.

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13.2.1.1.2 RIGA, TALLINN, VILNA: If Axis control of Soviet “replacement with 2 hits has 2 hits replaced, the “2” hit
all three of these cities are Axis controlled, cities”. unit is removed.
one replacement factor is added which 13.2.1.2.4.1: The Soviet replacement cities 13.2.3.1 MAXIMUM REPLACEMENTS
may be used by or added as an excess have “replacement numbers” printed in PER UNIT: A maximum of two hits per
replacement factor for Germany or them that indicate the number of Soviet Turn may be replaced in any uneliminated
Finland (only for Germany if Finland replacement factors each is worth every combat unit.
surrenders). Turn, as follows: Kharkov-2; Kiev-1; 13.2.3.2 INFANTRY, MARINE,
13.2.1.1.3 DNEPROPETROVSK, KIEV, Leningrad-2; Minsk-1; Moscow-3; MOUNTAIN, AND GERMAN
ROSTOV: If all three of these cities are Rostov-1; Smolensk-1; Stalingrad-2; PARATROOPER REPLACEMENTS:
Axis controlled, one replacement factor is Voronezh-1. One replacement factor may replace one
added which may be used or added as an 13.2.1.2.4.2: Every Turn the number of hit on any infantry, marine, mountain, or
excess replacement factor for Germany. Soviet “on board” replacement factors German paratrooper unit.
13.2.1.1.4 HUNGARY OR ROMANIA available is reduced by the replacement 13.2.3.3 AIR, ARMOR, ARTILLERY,
SURRENDER: The “other” replacement numbers of replacement cities in Axis CAVALRY, NAVAL, AND SOVIET
factors listed on the REPLACEMENT control and/or which are out of supply PARATROOPER REPLACEMENTS:
CHART on the Game Card are reduced by (check supply as if the replacement city Two replacement factors may replace one
one per Turn if Hungary or Romania hex were a combat unit). For example, hit on any air, armor, artillery, cavalry,
surrenders. If both surrender, no “other” there are “14” Soviet “on board” naval, or Soviet paratrooper unit.
replacement factors are available. replacement factors available every Turn. 13.2.4 RECREATING ELIMINATED
13.2.1.2 OTHER SOVIET REPLACE- During the Soviet Replacement Step of a UNITS: Units that have been eliminated
MENT FACTORS: The number of Soviet Turn when Kiev (1), Minsk (1), and may be recreated by using enough
replacement factors may vary from the Smolensk (1) are Axis-controlled, the “on replacement factors to rebuild all attack
listed numbers, as follows: board” replacements would be reduced factors of that unit at the same rates as for
13.2.1.2.1 OILFIELDS: Each Soviet from “14” to “11” replacement factors. replacing hits on existing units. For
controlled oilfield hex adds one 13.2.1.2.5 PARTISAN FACTORS: The example, if an eliminated “4-3-10”
replacement factor. numbers in the “Partisan” column in the German air unit is recreated, at “2”
13.2.1.2.2 FACTORIES: During Turns REPLACEMENT CHART indicate the replacement factors per attack factor, the
when there is a dot in the “on board” number of “partisan factors” available. cost is “8” replacement factors.
column of the REPLACEMENT CHART, 13.2.1.2.5.1: A hit unit or units indicating 13.2.4.1: All factors must be rebuilt to
the Soviet player adds one replacement the number available (adding new partisan return an eliminated unit to play – there is
factor per four factory units in their factors to any remaining from earlier no limit of 2 hits/Turn when recreating
mapboard cities and/or in the OFF Turns) should be placed in the units.
BOARD FACTORY area on the AVAILABLE PARTISANS area on the 13.2.4.2: Eliminated non-replaceable or
mapboard. Any extra factory units not mapboard. Guard Soviet units may not be recreated.
divisible by four add no extra replacement 13.2.1.2.5.2: During Turns when there is a 13.2.4.3: Recreated units are returned to
factors. dot in the “Partisan” column, the Soviet play as reinforcements (see 5.2.1.2) that
13.2.1.2.3 LEND-LEASE: “Lend-lease” player may use any or all of the new can be placed “any”.
was equipment and supplies shipped to the partisan factors as normal replacement 13.2.5 SAVING EXCESS REPLACE-
Soviets from the Western Allies (primarily factors instead of as partisan factors. MENT FACTORS: Any unused replace-
the United States Great Britain and 13.2.2 USING AXIS REPLACE- ment factors may be saved for use during
Canada). MENTS: “Germany” replacement factors that side's Replacement Step of any later
13.2.1.2.3.1: Lend-lease replacement may be used only for German combat Turn. Keep track of these by placing hit
factors are available only during Turns units. “Finland” replacement factors may units totaling the number of unused factors
when there is a dot in the “off board” be used only for Finn combat units, and in the appropriate boxes of the AC-
column of the REPLACEMENT CHART. “other” Axis replacement factors may be CUMULATED REPLACEMENTS area
13.2.1.2.3.2: One lend-lease replacement used only with Hungarian, Italian and/or on the mapboard.
factor is available if Stalingrad is Soviet Romanian combat units. 13.3 THE ADVANCED GAME
controlled, and one lend-lease replacement 13.2.3 REPLACING LOSSES: A REINFORCEMENT STEPS:
factor is available if Plesetsk is Soviet combat unit marked with an out of supply These rules supplement the Basic Game
controlled. unit may not have losses replaced. As the rules in 5.2. The “Reinforce” column of
13.2.1.2.3.3: In addition, during 1944 dot player allocates replacement factors to the REPLACEMENT CHART on the
months an additional lend-lease various units, the combat units hit units Game Card provides a quick reference for
replacement factor is automatically should be adjusted to show the reductions reinforcements. A “+” indicates Axis and
available. in hits. For example, if a unit with 2 hits a “*” indicates Soviet reinforcements on a
13.2.1.2.4 SOVIET REPLACEMENT marked has 1 hit replaced, the “2” hit unit Turn – check the Order of Battle Cards to
CITIES: Soviet replacements from the is replaced by a “1” hit unit. If a unit see exactly what is available. Note that in
“on board” column can be reduced by some cases these indicate that units must
be removed or withdrawn.

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13.3.1 SOVIET GUARD UNIT “removed” from the game are simply had when withdrawn. NOTE: If another
REINFORCEMENTS: As the war picked up off the mapboard. Combat units unit was withdrawn or replacement factors
progressed, Soviet units that had that “withdraw” are also picked up off the were subtracted, the designated unit must
distinguished themselves in combat were mapboard, but may be reintroduced as be found and is still the one placed for
designated as “Guards”. Guard units not reinforcements later or at least can leave later use as a reinforcement on the given
only had veteran personnel and proven some replacement factors behind. In both Turn.
leaders, but were better equipped than cases, the combat units taken off the 13.3.3 SPECIAL REINFORCEMENTS,
comparable regular units. Guard units are mapboard may not be rebuilt and brought WITHDRAWALS, AND REMOVALS:
available as reinforcements on the Turns back to the mapboard as normal These are all shown on the Order of Battle
indicated on the Soviet Order of Battle reinforcements. Cards, and the explanation given here is
Card but are handled differently than other 13.3.2.2 REMOVE AND WITHDRAW for clarification:
reinforcements and arrive on the PROCEDURES: Units to be withdrawn 13.3.3.1 THE SOVIET *: This unit (19th
mapboard in one of two ways: or removed are indicated by dashed lines army) is withdrawn on Turn 10 only if
13.3.1.1 PURCHASED GUARD UNITS: on Order of Battle Cards, along with the Helsinki is not controlled by the Soviets at
Guard units may be “purchased” by using words “remove” or “withdraw”. Units that time. If withdrawn, it is moved to the
replacement factors to “buy” them, then may be removed or withdrawn from “*” box on the Soviet Order of Battle Card
bringing them onto the mapboard the same anywhere, even if out of supply. and becomes available on the first Soviet
as any other reinforcements that arrive 13.3.2.2.1 THE UNIT TO REMOVE OR Reinforcement Phase after Finland
“any”. A Guard infantry army may be WITHDRAW: If possible, find the exact surrenders.
purchased for four replacement factors, a unit designated and take it off the 13.3.3.2 THE SOVIET WITHDRAWS
Guard cavalry corps for six replacement mapboard. ALL INFANTRY AND ARMOR CORPS:
factors, and a Guard armor army for eight 13.3.2.2.1.1: If the exact unit designated On Turn 11 all surviving Soviet infantry
replacement factors. was eliminated earlier, the controlling and armor corps must be withdrawn.
13.3.1.2 SUBSTITUTING GUARD player may select any other unit with the 13.3.3.3 THE SOVIET ROSTOV,
UNITS: Guard units may be substituted same attack, defense, and movement STAVROPOL, AND STALINGRAD
for any supplied regular unit of the same factors and take it off instead – in this REMOVAL: Historically, after defeating
type. For example, a Guard cavalry corps case, the unit taken off counts as a the Axis in the Caucasus-Ukraine area in
can be substituted for a non-replaceable removed unit. late 1942, the Soviets left an army group
cavalry corps, a Guard infantry army can 13.3.2.2.1.2: If there is no other unit with in the (off the mapboard) Caucasus area to
be substituted for a regular infantry army, exactly the same factors on the mapboard, watch Turkey. Starting in 1943, on the
and a Guard armor army can be enough replacement factors must be first Soviet Reinforcement Step when the
substituted for a regular armor army. subtracted from excess replacement Soviets control Rostov, Stavropol, and
13.3.1.2.1: To perform the substitution, factors and/or from the next Replacement Stalingrad, the units shown on the Soviet
simply remove the original unit from the Step's or Steps' replacement factors until Order of Battle Card must be removed.
mapboard, and put the Guard unit in its enough have been subtracted that they 13.3.3.4 THE AXIS *: These units become
place. could have been used to rebuild the unit as available as reinforcements in Helsinki on
13.3.1.2.2: The Guard unit retains all hits a reinforcement unit (ie., based on the the first turn that Vologda is Axis
from the unit for which it is substituted. unit's attack factor). controlled (only available if Finland has
The original unit is left off the mapboard 13.3.2.2.2 WITHDRAWING ARMOR not surrendered).
and can never be rebuilt. AND AIR UNITS: When an armor or air 13.3.3.5 FAR NORTH REINFORCE-
13.3.1.3 HOLDING GUARD UNITS: unit is withdrawn (but not if it is MENT RESTRICTION: Only one Soviet
Like any other reinforcements, Guard removed), a number of replacement factors reinforcing unit per game may be placed
units do not have to be placed on the equal to the unit's defense factor minus to enter the mapboard from one of the red
mapboard during their first Turn of any hits on the unit may be recorded as partial hexes adjacent to either XX29 or
availability, but may be held back for excess replacement factors of the XX31.
introduction during any later Soviet appropriate nationality for later use. 13.3.3.6 NAVAL REINFORCEMENTS:
Reinforcement Step 13.3.2.3 WITHDRAWN UNITS Naval unit reinforcements must be placed
13.3.1.4 ELIMINATED GUARD UNITS: RETURNING AS REINFORCEMENTS: directly in a port city hex. They may be
Guard units, which are eliminated may Where withdrawn units are to be held back, but may only be placed in the
never, be rebuilt and reintroduced to the reintroduced to the mapboard as specified port city hex. Recreated naval
mapboard as normal reinforcements. reinforcements there is a number next to units may be placed in any home country
13.3.2 REMOVING AND WITH- the word “withdraw” on the Order of port city hex. Any port city selected must
DRAWING UNITS: In the Advanced Battle Card indicating the future Turn be a fortress and/or major city located in
Game, the Reinforcement Steps may call number when this takes place. Place the the unit’s home country that is capable of
for taking units off the mapboard as well unit on its picture for that future Turn. serving as a naval base.
as placing them on it. When the unit is reintroduced to the 13.4 THE RAIL MOVEMENT STEPS:
13.3.2.1 DEFINING REMOVE AND mapboard as a reinforcement it will have Moving units by rail is the fastest way to
WITHDRAW: Combat units that are no hits, regardless of any hits it may have swiftly transfer combat units long

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distances. Combat units that use rail rail, and in 1944 Turns up to five combat minefield unit and a battle location must
movement may still move normally during units per Turn by rail. be marked.
the later phases of the Turn. 13.4.3.2 AXIS RAIL CAPACITY: The 14.1.2 MINEFIELD MOVEMENT
13.4.1 STARTING AND ENDING Axis player has no Rail Movement Step EFFECTS: Naval units may enter and
RAIL MOVEMENT: To be moved by during Turn 1 (or Turn 0 in Early Start pass through friendly minefield units
rail, a unit must start in a friendly railroad games). On all later Turns, the Axis without penalty, but may not pass through
hex that is not in an enemy unit's zone of player may move a total of three combat enemy minefield units (they may enter
control (even if the hex contains other units per Turn on most of the mapboard them for minesweeping – see 14.3.2.4).
friendly units), and end the Rail (railroads starting on board edges in Minefields do not effect the movement of
Movement Step in a friendly railroad hex Germany, Hungary, and Romania) plus air or ground units (EXCEPTION: see
that is not in an enemy zone of control one additional combat unit per Turn 14.1.4).
(even if containing other friendly units). through railroad hexes in or connected to 14.1.3 NAVAL RESTRICTED HEXES:
A unit moved by rail may not start out of railroad hexes in an unsurrendered Naval units may enter all water hexes or
supply. Finland. If the Finnish railroad hexes can coastal hexes at normal movement costs,
13.4.2 RAIL MOVEMENT ROUTES: be linked to railroad hexes on the rest of but may not enter land hexes
The route followed for rail movement may the mapboard, the Axis player has a (EXCEPTION: flotilla rail movement, see
be traced any distance through a path of combined total of four combat units per 13.4.5) or partial hexes on the mapboard
friendly railroad hexes that are not in any Turn that can be moved by rail. edges or around mapboard charts and
enemy ground unit's zone of control (even 13.4.4 RAIL MOVEMENT OF areas.
if containing other friendly units). Enemy FACTORY UNITS: A factory unit may 14.1.4 ADVANCED GAME MOVE-
control units do not prevent or hinder rail be moved by rail, and rail movement is the MENT ACROSS THE KERCH
movements. Rail movement routes are only way factory units may be moved. STRAIT: As in 6.1.5, but with the added
usually traced on the mapboard, although 13.4.4.1: The rail movement of one requirement there must be at least one
off board rail movement can be abstracted factory unit expends as much rail capacity friendly naval unit and one friendly
by using the following: as the rail movement of three combat controlled port on the Sea of Azov or
13.4.2.1 SOVIET OFF BOARD RAIL units. Black Sea for ground units to cross. Also,
MOVEMENT: Assuming that rail 13.4.4.2: Factory units use rail movement ground units may not cross a Kerch Strait
movement is possible into hexes L32, T32. to get off the mapboard. A factory unit hexside if one or more of the hexes of
AA32, and/or EE32 (Gorky), a Soviet unit moved off the mapboard should be placed which the hexside is a part contains an
using rail movement may exit the in the OFF BOARD FACTORIES area on enemy minefield unit.
mapboard at any one of these hexes and the mapboard to show that it is available to 14.2 THE ADVANCED GAME
re-enter the mapboard at any one of the add replacement factors during Soviet GROUND MOVEMENT STEPS:
others, continuing normal rail movement Replacement Steps (see 13.2.1.2.2). The following are added Advanced Game
from there. 13.4.5 RAIL MOVEMENT OF possibilities during Ground Movement
13.4.2.2 AXIS OFF BOARD RAIL FLOTILLA UNITS: Flotilla (but not Steps (they also apply during Exploitation
MOVEMENT: Assuming that rail fleet) naval units may be moved by rail Phases):
movement is possible into hexes H1 movement from one friendly port city to 14.2.1 FACTORY UNIT ELIMINA-
(Bucharest), M1 (Szeben), Wl, DD1 another friendly port city. Each flotilla TION: Any time an Axis ground unit
(Warsaw), and/or KK1 (Danzig), an Axis unit printed (regardless of hits) attack enters or passes through a hex containing
unit using rail movement may exit the factor moved by rail movement expends as only a factory unit, or remains in a battle
mapboard at any one of these hexes and much rail capacity as the rail movement of location hex with only a factory unit after
reenter the mapboard at any one of the two combat units. the retreat, elimination, and/or evacuation
others, continuing normal rail movement of all Soviet combat units in the hex, the
from there. 14.0 THE ADVANCED GAME factory unit is immediately eliminated.
13.4.3 RAIL CAPACITY: The number Place eliminated factory units in the “F”
of units that may move by rail during any
MOVEMENT PHASES
box of the CURRENT VICTORY LEVEL
Turn is limited to that side's “rail capacity” Check the SEQUENCE OF PLAY on the CHART on the mapboard, as they are
(see the RAIL MOVEMENT CAPACITY Game Card for the new steps and counted later during the Victory Level
CHART on the Game Card for an outline segments added to this phase in the Phase.
of what follows). Unused rail capacity Advanced Game. 14.2.2 NAVAL EVACUATION
may not be transferred or saved. 14.1 ADVANCED GAME GENERAL MOVEMENT: Whenever a ground unit
13.4.3.1 SOVIET RAIL CAPACITY: On MOVEMENT RULES: enters an enemy naval base containing no
Turn 1 (or Turn 0 in Early Start games) These rules are added to those in 6.1. enemy ground units, any naval unit or
the Soviet player may move only one 14.1.1 NAVAL ENTERING ENEMY units in the hex must immediately perform
combat unit by rail. On all later Turns in HEXES: Movement must end when a a naval evacuation movement.
1941 through 1943 the Soviet player may naval unit enters a hex containing an 14.2.2.1: In a naval evacuation movement,
move up to four combat units per Turn by enemy naval or air unit or an enemy a naval unit is moved to any friendly naval

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base hex within seven hexes of the current unit and a friendly ground unit or units. If minesweeping may not be used to support
location. If no such friendly naval base that coastal hex contains an enemy ground units or to attack bases.
hex is available, the naval unit is minefield hex, the phasing naval unit or 14.3.2.4.3 SWEEPING FRIENDLY
eliminated. units may not be used for support, but MINEFIELDS: The phasing player may
14.2.2.2: Any naval unit that performed an must be used for minesweeping (see simply withdraw any of his own minefield
evacuation movement may not be moved 14.3.2.4). units at any time during the Phasing Naval
during the Non-Phasing Naval Movement 14.3.2.2 NAVAL ATTACKS ON NAVAL Movement Segment. No naval units are
Segment or used to make transfer BASES AND AIRBASES: A naval unit needed to do this. Withdrawn minefield
movement. Mark this by placing do not may be moved to an enemy naval base or units may be immediately re-used or kept
use units on evacuated naval units. It may port airbase hex containing an enemy air in the UNIT STORAGE area on the
be used for combat if a battle location unit or naval unit. Mark normally with a battle mapboard for later use.
is placed in its new hex (due to the location unit. If the enemy base contains 14.3.3 THE NON-PHASING NAVAL
presence of ground units on both sides or a an enemy minefield unit, the base cannot MOVEMENT SEGMENTS: The non-
naval base attack) after making the first be attacked by the phasing naval unit or phasing player now moves naval units to
evacuation movement. units, which must be used for any battle location hexes seven or less
14.2.2.3: Any naval unit already marked minesweeping (see 14.3.2.4) in the hex. hexes distant that contain enemy naval
with a do not use unit is eliminated if 14.3.2.3 MINELAYING MISSIONS: units. Naval units marked with do not use
forced to perform a naval evacuation Minelaying is the only way a player can units or which are already in a battle box
movement. place new friendly minefield units. A may not be moved during this segment.
14.2.3 SPECIAL GROUND UNIT naval unit may be moved to any coastal or Naval units not in a battle box and located
MOVEMENT RULES: Some ground all water hex that does not contain an in the same hex with minelaying or
units have advantages in certain terrain. enemy minefield unit. minesweeping enemy naval units may
14.2.3.1 MOUNTAIN UNITS IN 14.3.2.3.1 LAYING MINEFIELDS: avoid combat by not being placed in the
MOUNTAIN TERRAIN: It costs one Replace the naval unit with a battle battle box with them, but, if this is done,
movement factor less than normal to have location unit (if one is not already in the the naval unit must remain in the hex.
mountain units enter a mountain hex. hex – if so, add the naval and minefield 14.3.4 NAVAL UNITS IN ENEMY
14.2.3.2 CAVALRY UNITS IN MARSH units to the appropriate existing battle box) MINEFIELD HEXES: Naval units that
TERRAIN: It costs one movement factor and place a friendly minefield unit in the were not minesweeping and that end a
less than normal to have cavalry units battle box under the naval unit or units to Ground Combat Segment located in
enter a marsh hex. show that the naval unit(s) is engaged in enemy minefield hexes must leave the hex
14.3 THE NAVAL MOVEMENT “minelaying”. using the naval return rules during their
STEPS: 14.3.2.3.2 MINEFIELD UNIT LIMITS: Return and Transfer Segment (see 15.8).
This is a new step added in the Advanced The number of minefield units that can be 14.4 THE ADVANCED GAME
Game. A player may move all of his naval used is limited by the countermix (6/side) PHASING AIR MOVEMENT STEPS:
units that he wishes or is permitted to and to one per hex. In the Advanced Game, the phasing player
move during his segment of this step. 14.3.2.3.3 MINELAYING LIMITA- s air units may be used to “air interdiction
14.3.1 NAVAL BASE RULES: A TIONS: Naval units engaged in missions” and airbase or naval base
friendly naval base hex is any controlled minelaying may not be used to support attacks within ten hexes of their airbases
port city hex that could serve as a supply ground units or to attack bases, even if in as well as for support of ground and naval
source (see 4.6.3 and 11.4.1). A port city the same hex and/or battle box. combats.
containing an enemy minefield may not be Minelaying may not be done in the same 14.4.1 AIR INTERDICTION MIS-
used as a naval base. hex as minesweeping. SIONS: In addition to moving to battle
14.3.1.1: Any number of naval units may 14.3.2.4 MINESWEEPING MISSIONS: location hexes, the phasing player's air
use the same naval base hex. Minesweeping is the only way a player units may be moved to “air interdiction
14.3.1.2: The same port city hex may be can remove enemy minefield units. hexes” within ten hexes of their airbase
used as both a naval base and as an 14.3.2.4.1 SWEEPING ENEMY hexes.
airbase. MINEFIELDS: A naval unit enters a hex 14.4.1.1: An air interdiction hex may be
14.3.2 THE PHASING NAVAL containing an enemy minefield unit. any hex that does not contain an enemy
MOVEMENT SEGMENTS: The Replace the naval unit and minefield unit controlled city (fortress, major, or minor)
Phasing player may move naval units with a battle location unit (if one is not and/or an enemy combat unit.
seven or less hexes from their naval base already in the hex – if so, add the naval 14.4.1.2: To show that a hex is an air
hex to one of four possible missions, any and minefield units to the appropriate interdiction hex, replace the air unit with a
one which may be performed by a single existing battle box). In the battle box, battle location unit and place one of the
naval unit. place the minefield unit under the naval side s control units in the battle box with
14.3.2.1 NAVAL GROUND SUPPORT: unit or units to show that the naval unit(s) the air unit.
A naval unit may be moved to a coastal is engaged in “minesweeping”. 14.4.1.3: No enemy combat units
hex already containing a battle location 14.3.2.4.2 MINESWEEPING LIMITA-
(including reserve units) may move
TIONS: Naval units engaged in

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through air interdiction hexes and no air units, naval units may be used to in the hex. As in 7.3.2 and 7.3.4, the
enemy units may retreat into them. Enemy support ground units in their coastal hex controlling player spreads these hits as
air units may enter them for combat during during the Ground Combat Segment. desired.
the Non-Phasing Air Movement Step. 15.2.1 NAVAL UNIT ENGAGED 15.2.4 NAVAL RETREATS: Naval
14.4.1.4: Only German air units may DETERMINATION: As with air and units retreat similarly to other units. Naval
perform air interdiction prior to 1944. In ground units, if a side has more than one units may retreat to any adjacent coastal or
1944, both German and Soviet air units naval unit in a battle box, the controlling all water hex that does not contain an
may perform air interdiction. player selects which naval unit will be enemy air or naval unit or an enemy
14.4.2 AIR ATTACKS ON AIRBASES engaged in a round of combat. The same minefield unit. Naval units that retreat
OR NAVAL BASES: An air unit may be as air and ground units, naval units may be during the Naval Combat Segment take
moved to an enemy airbase hex containing involved in multiple rounds of combat, any supporting air units with them, but do
one or more enemy air units. Air units and may voluntarily retreat between not effect the ground units on their side –
may also be used to make or support naval rounds. the ground units must remain for the
base attacks. Mark normally with battle 15.2.2 ADVANCED GAME SUPPORT: Ground Combat Segment.
location units. One naval unit may “support” one 15.2.5 THE NAVAL COMBAT
14.4.3 AIR ATTACKS ON NAVAL engaged ground unit in a coastal hex SEGMENTS: This new Advanced Game
BASES: An air unit may be moved to an during a round of ground combat by segment occurs between the Air and
enemy naval base hex containing one or adding its attack or defense factor to the Ground Combat Segments.
more enemy naval units. Mark normally engaged ground unit's attack or defense 15.2.5.1 WHEN THERE IS NO NAVAL
with a battle location unit (if one is not factor, the same as with a supporting air COMBAT SEGMENT: A Naval Combat
already in the hex – if so, add to the unit. Naval units may never directly Segment does not occur if the battle
appropriate existing battle box). combat ground units. Naval units used for location hex is a naval base hex that also
14.4.4 AIR ATTACKS ON AIR AND minesweeping or minelaying may not be contains ground units from both sides. In
NAVAL BASES: An air unit or units used for support. this case, the naval and supporting air
may be moved to a base hex that is both an 15.2.2.1 AIR AND NAVAL SUPPORT units that would usually combat in the
airbase and a naval base, containing both FOR GROUND UNITS: If available, both Naval Combat Segment are used for
enemy air and naval units. an air and a naval unit may be used to support in the Ground Combat Segment.
14.4.4.1: The attacking air units may support the same engaged ground unit, NOTE: If both sides have air units in the
combat the enemy air units in the hex adding factors from both to the ground hex, the air combat is still resolved
during the Air Combat Segment, and, if unit's factors. normally.
successful, then combat the enemy naval 15.2.2.2 AIR SUPPORT FOR NAVAL 15.2.5.2 AIR VS NAVAL UNITS: Air
units in the hex during the Naval Combat UNITS: In the same manner as they can units may combat naval units either
Segment. be used to support ground units during a directly (air unit vs. naval unit) or, if a
14.4.4.2: Mark normally with a battle Ground Combat Segment, air units may be friendly naval unit is involved, as support
location unit or by adding to an existing used to support naval units during a Naval for the friendly naval unit. In all Naval
battle box in the hex. Combat Segment (see 15.2.5.2). If a battle Combat Segments, air units have their
box contained air, naval, and ground units, attack or defense factors modified by “+2”
15.0 THE ADVANCED GAME the same air unit could be used to fight an against naval units. NOTE: For Axis air
air combat, then, if successful, be used to and naval units of different nationalities
COMBAT STEPS support a naval combat, and, if still (where the air unit may not support the
Check the SEQUENCE OF PLAY on the successful, be used (with the naval unit) as naval unit), the Axis player has the option,
Game Card for the new steps and support for a ground combat. for each round of combat, to use either the
segments added to this phase in the 15.2.3 ADVANCED GAME AL- air or the naval unit for the round of
Advanced Game. LOCATING EXCESS HITS WITH combat.
15.1 THE ADVANCED GAME NAVAL UNITS: In an Advanced Game 15.2.5.3 NAVAL BASE ATTACKS
COMBAT RESOLUTION STEPS: air combat in a hex with air and naval MODIFIERS: During all Naval Combat
Individual combats in various battle units present, excess hits from the air Segments in a naval base hex, a defending
location hexes may still be performed in combat after the elimination of all of that naval unit normally has its defense factor
any order determined by the phasing side's air units in the hex are placed on any modified by “+2,” except for these
player, but all air combats must be naval unit or units in the hex before being exceptions:
resolved first, then all naval combats, then placed on any ground unit's in the hex. In 15.2.5.3.1: If the defending naval unit is
all ground combats marked with a blitz an Advanced Game naval combat in hex marked with a do not use unit, the defense
unit, and finally all normal ground with naval and ground (and possibly also factor is not modified.
combats. air) units present, excess hits from a naval 15.2.5.3.2: If the attacking naval unit is
15.2 NAVAL UNITS IN COMBAT: combat after the elimination of all of that minelaying or minesweeping, the defense
Naval combats are resolved during the side's naval and supporting air units in the factor is not modified.
Naval Combat Segment in a manner hex are placed on any ground unit or units
similar to other types of combat, and, like

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15.2.5.4 MINELAYING AND MINE- 15.4.3: Artillery units may fight alone enemy minefield units may not be entered
SWEEPING RESOLUTION: If a naval like any other ground unit. Apply armor or passed through.
unit employed in minesweeping or terrain modifiers if used in this manner.
minelaying is not eliminated or retreated 15.5 AXIS FIRST TURN SURPRISE: 16.0 THE ADVANCED GAME
during the Naval Combat Segment it On the Axis phases of Turn 1 (or Turn 0 in VICTORY LEVEL PHASE
completes its mission (even if the side the Early Start Game), the attack factors of
eventually must retreat from the hex all Axis combat units except for Finnish This Phase is not performed every Turn,
during the Ground Combat Segment) as units are modified by “+1” to reflect the only in the Turns when victory levels are
follows: effects of the initial “surprise attack”. checked.
15.2.5.4.1 MINELAYING RESOLU- 15.6 AXIS FIRST WINTER: 16.1 THE RECORD VICTORY
TION: When the battle location unit is All Axis ground units, except for Finnish LEVEL/DETERMINE WINNER STEP:
removed, place the friendly minefield unit and mountain units, located in weather Games of THE RUSSIAN FRONT can
in its hex. zones with snow weather conditions from last just about as long as the players wish.
15.2.5.4.2 MINESWEEPING RESOLU- Oct, 1941 through Apr, 1941 (Turns 5-11) Except for the “Short Game” scenario,
TION: When the battle location unit is have their attack and defense factors which lasts only three Turns (check at the
removed, also remove the enemy modified by “-1”. conclusion of the August, 1941 Turn),
minefield unit and place it in the UNIT 15.7 ADVANCED GAME FORTRESS victory levels are checked every six
STORAGE area on the mapboard. CITY MODIFIERS: months (at the conclusion of the May and
15.3 AIR ATTACKS ON AIR BASES: This replaces Basic Game rule 7.2.2.1. November Turns). Depending on the
When a battle location hex is in an air base 15.7.1: All armor units in these hexes have game length desired, players may agree to
hex that contains none of the phasing both their attack and defense factors accept the results after the conclusion of a
side's ground units, an “airbase attack” is reduced by “-2” (no change from the Basic six month period and end the game or opt
resolved during an Air Combat Segment. Game). to continue the game for an additional six
In airbase attacks, a defending air unit 15.7.2: All other units have their defense months, etc., until the results are mutually
normally has its defense factor modified factors increased by “+2”, unless those accepted, one side wins a “decisive”
by “+2”, but, if the defending air unit is units are of the proper nationality for the victory, or Turn 42 is completed (at which
marked with a do not use unit, the defense city, in which case their defense factors time the results must be accepted).
factor is not modified. are increased by “+3”. Proper 16.1.1 USING THE VICTORY POINT
15.4 ARTILLERY UNITS IN nationalities for the fortress cities are as CHART: The victory level is checked
COMBAT: follows: during the Victory Level Phase of every
Artillery units are an exception to the rule 15.7.2.1: Finnish units in Helsinki. May and November Turn.
that only one ground unit may be engaged 15.7.2.2: German units in Konigsburg. 16.1.1.1 THE AXIS OBJECTIVE
in a round of combat. NUMBER: Count the total number of
15.7.2.3: Hungarian units in Szeben.
15.4.1: If there is another, non-artillery fortress city, major city, and oilfield hexes
15.7.2.4: Romanian units in Bukharest and
friendly ground unit in a battle location currently controlled by the Axis side. Add
Constanta.
hex with an artillery unit, the artillery the number of replacement numbers in
15.7.2.5: Soviet units in Brest-Litovsk,
unit's attack or defense factor may be replacement cities in Axis control and the
Leningrad, Moscow, Sevastopol, Smol-
added to the other ground unit's factor for number of factory units in the “F” box of
ensk, and Stalingrad.
the ground combat. Treat the artillery unit the CURRENT VICTORY LEVEL
15.7.2.6: Finnish or Soviet units in Hango.
and the other ground unit the same as if CHART on the mapboard.
15.7.2.7: Romanian or Soviet units in
together they were just one engaged 16.1.1.2 FINDING THE VICTORY
Odessa.
ground unit. The controlling player may POINTS: Find the column containing the
15.8 NAVAL RETURNS AND
spread hits over the two units as desired. number just added up on the VICTORY
TRANSFERS:
No more than one artillery unit per battle POINTS CHART on the Game Card and
Naval units are returned to naval bases and
box per round of combat may be used in crossgrid that column with the line
may use transfer movement at the same
this manner, and an artillery unit may not containing the current date.
time as their side's air units (see 7.7.1).
be used this way with another artillery 16.1.1.2.1: The number found is the
15.8.1: Surviving naval units are returned
unit. No terrain modifiers apply to number of “victory points” awarded for
to any friendly naval base within seven
artillery used in this manner. the past six Turns. For example, if the
hexes of their current locations.
15.4.2: The German “ST” artillery unit number is “33” (use the “32-34” column)
15.8.2: Naval units not involved in battles
may only use its attack factor when and the date is Nov, 42, the number found
or evacuation movements during the Turn
attacking in a city (fortress, major, or is “S1”.
may employ transfer movement to move to
minor) hex. When attacking in any other 16.1.1.2.2: An “A” indicates Axis victory
new friendly naval bases within fourteen
hex, or on defense, the defense factor is points, a “S” indicates Soviet victory
hexes of their current location.
used. points, and “0” indicates no victory points
15.8.3: During these movements hexes
for either side. For example, “S1”
containing enemy air and/or naval units
indicates one Soviet victory point.
may be entered and/or passed through, but

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16.1.1.3 RECORDING VICTORY any factory units in the “F” box of the during the Special Combat Step and the
POINTS: On the CURRENT VICTORY CURRENT VICTORY LEVEL CHART, Special Return Segments.
LEVEL CHART on the mapboard adjust move one of them to the OFF BOARD 17.1.3: After return movement, all air and
the victory level unit to point to the current FACTORIES area. naval units used during this phase are
number of victory points, adding or marked with do not use units, and, for the
subtracting new victory points to any that THE OPTIONAL RULES rest of the side's phases, treated the same
are already marked for a cumulative total. as air and/or naval units that had
The rules of the Basic and Advanced
For example, if there is one new Soviet performed an evacuation movement.
Games should be mastered before trying
victory point, and the unit placement 17.2 AIR SUPPLY:
any of the Optional Rules. The Optional
already shows “Soviet + 1”, the Soviets The phasing player moves a supplied air
Rules are just that – optional – they can be
now have “1 + 1 = +2”, and the unit unit or units into an unsupplied hex in an
added to the game singly or in any
should be adjusted to show “Soviet +2”. attempt to supply combat units “from the
combinations to suit the player's tastes.
If there is one new Soviet victory point and air”.
Each Optional Rule adds some additional
the unit placement shows “+ 2 Axis”, the 17.2.1: If the air unit remains in the hex at
scope and detail to the game, as well as
points now are “+2 Axis -1 Soviet = +1 the conclusion of air combat, any out of
some additional complexity – more to do,
Axis”, and the unit should be adjusted to supply units are immediately removed
more to remember, and more time required
show “Axis + 1”. from all units in the hex and in all adjacent
to do it. These rules, in most cases, simply
16.1.2 VICTORY LEVELS: After hexes during the Special Remove Out of
add to the Basic and Advanced Game
adjustment, if the victory level unit points Supply Segment – those units are now
Rules, which still apply unless, stated
to “0”, the game so far is a “tie”, otherwise considered to be in supply.
otherwise. A new phase and new steps are
check the “Victory Levels” columns on 17.2.2: If the air unit is eliminated or
added to the sequence of play if some of
the VICTORY POINTS CHART, cross- retreated, no out of supply units are
these rules are used – check the full
gridding the current victory points shown removed, even if the air unit retreats into
SEQUENCE OF PLAY WITH ALL
on the CURRENT VICTORY LEVEL another out of supply hex.
OPTIONS on the Game Card.
CHART with the current date. The letter 17.3 SOVIET PARATROOPER
found shows the level of victory, as DROPS:
follows: 17.0 THE SPECIAL No Axis units may be used for paratrooper
D: Decisive victory for the side MOVEMENT/COMBAT drops (the game’s German paratrooper
showing “+” victory points. The PHASES corps lacked actual jump capability). To
game is over and automatically ends This phase is used to perform special types be used for paratrooper drops a Soviet air
at this point. of movement, reactions to these unit and a paratrooper unit must start
M: Marginal victory for the side movements, and any resulting combats. together in the same supplied airbase hex.
showing “+” victory points. That side 17.1 SPECIAL PHASE GENERAL The Soviet player moves an air unit with a
has an edge, but the outcome could PROCEDURES: paratrooper unit (this represents the air
still be reversed. The result can be Most of the normal movement and combat unit “carrying” the paratrooper unit – at
accepted by mutual player agreement rules apply to this phase, they just occur at least one air unit is required per parachute
and the game can be ended at this a different point in a Turn. These general unit regardless of any marked hits) into a
point, or play can continue for another rules apply to all of these special “drop” hex within five hexes range.
six-month period (unless this is Turn movements. 17.3.1 DROP HEX RESTRICTIONS: A
42, and the game must end with a 17.1.1: If the phasing player wishes to drop hex may be in enemy zones of
marginal victory result). perform any air supply, naval transport control or may be totally empty, but may
T: Tie. No one is winning, even and/or marine amphibious landings, and/or not contain an enemy combat unit or units
though one side has some victory paratrooper drops, these movements are or be any type of city hex.
points. Like a marginal victory, the made during the Special Phasing 17.3.2 PLACING THE PARA-
game may be ended here or continued Movement Step. The non-phasing player TROOPER UNIT: If unopposed, or if
(unless it is Turn 42). then moves any desired air and/or naval the air unit is not eliminated in air combat,
16.1.3 HISTORIC VICTORY units during the Special Non-Phasing the paratrooper unit is the in the hex. If
LEVELS: If desired, check the “HIS” Movement Step to combat the units just there is any combat, the paratrooper unit
column on the VICTORY POINTS moved by the phasing player. Mark or units take no part.
CHART to see the victory points of the normally with battle location units. The 17.3.2.1: If the air unit retreats, the retreat
actual campaign (won decisively by the normal movement factors – 10 air hex must still be five or less hexes from
Soviet Union by May, 1944). (EXCEPTION: see 17.3) and 7 naval – the nearest potential friendly airbase hex
16.2 THE RETURN ELIMINATED restrictions, and rules apply for all of these and conform to the restrictions of 17.3.1 or
FACTORY STEP: movements. the paratrooper unit (but not the air unit) is
This step is performed only during months 17.1.2: The combats are then resolved eliminated – otherwise the paratrooper
when victory levels are checked and it is normally and movements are completed unit retreats with the air unit.
decided to continue the game. If there are

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17.3.2.2: A paratrooper unit that retreats in the hex. If all naval units are other ground units during the same
with an air unit is left in the hex retreated eliminated, all ground units with them are Ground Movement Step.
into, not in the original drop hex. also eliminated. 19.2 EXTRA MOVEMENT FACTORS:
17.3.3 PARATROOPER HITS: Each 17.4.7: The ground unit may be used to For movement during Ground Movement
hit marked on a Soviet air unit or units move and fight normally from its new hex Steps, Non-Phasing Reserve Ground
during an air combat also automatically for the rest of the Turn. Movement Steps, pursuits and/or blitz
causes a hit on a paratrooper unit in the 17.5 SOVIET MARINE AMPHIBIOUS movements during Ground Combat
hex. LANDINGS: Segments, and/or Exploitation Phases a
17.3.4 LATER PARATROOPER No Axis units may be used for amphibious player may add extra movement factors to
USES: The paratrooper unit may be used landings. Amphibious landings are the end of a move for any supplied (at that
to move and fight normally from its new handled exactly like naval transport, but location) ground unit. Each extra
hex for the rest of the Turn. the involved ground units must be marine movement factor used adds one hit to the
17.4 NAVAL TRANSPORT: units and the destination hex may be any unit. During blitz combats, to continue the
To be used for naval transport the naval coastal hex that does not contain an enemy blitz procedures, extra movement factors
and ground units must start together in the minefield unit, including hexes containing must be added before the blitz unit is
same supplied naval base hex. The an enemy combat unit or units. removed (once removed, the hex becomes
phasing player moves a naval unit or units a normal ground combat).
with a ground unit (this represents the 18.0 OPTIONAL OUT OF 19.3 BREAKS IN THE ICE:
naval units “carrying” the ground unit) SUPPLY Rule 12.1.6.2 prohibits all naval
from any friendly port hex to any other movements in certain bodies of water
friendly port hex within seven hex range. Instead of automatically eliminating any during snow weather conditions. If this
17.4.1: A naval unit or units may carry unsupplied units marked with an out of option is used, during the Weather
any ground unit or units whose printed supply unit during the Remove Out of Determination Step, after determining that
attack factors do not exceed the naval Supply Segment (see 7.7.2), the following snow weather conditions apply in the
unit's or units' printed attack factors, may be done: mapboard panels containing these bodies
regardless of any hits marked on any of 18.1 PROCEDURE: of water, the Axis player rolls the die
the units. A number of naval units may be As the out of supply unit is removed from again, if applicable, once for the Baltic
moved together to transport one or more an unsupplied combat unit, roll the die. Sea/Gulf of Finland and once for the Sea
ground units, as long as the total combined The modified number rolled is the number of Azov. NOTE: If there are snow
attack factors of the ground units do not of hits marked on the unsupplied combat weather conditions in both mapboard
exceed the total combined attack factors of unit as a result of its being out of supply. panels “A” and “B”, roll just once for the
the naval units. If the modified number is “0” or less, the entire Baltic Sea/Gulf of Finland body of
17.4.2: The naval and ground units should combat unit takes no hits. water on both mapboard panels.
be moved to any hex adjacent to the 18.2 OUT OF SUPPLY MODIFIERS: 19.3.1: If a “1” or “2” is rolled, there are
destination port hex, to show that they The number rolled on the die is modified “breaks in the ice” and normal naval
have “not quite” reached it. An air unit or as follows: movements are possible on that body of
units may also be placed in the hex to 18.2.1: “-3” for a cavalry unit in a marsh water for the entire Turn.
provide air support should there be hex. 19.3.2: If a “3” or more is rolled, rule
combat. The ground units take no part in 18.2.2: “-3’ for any unit in a fortress city 12.1.6.2 applies. Place a do not use unit
any combats. hex (regardless of nationality). somewhere in a water hex of the body of
17.4.3: Naval units may not be used for 18.2.3: “-2” for any unit in a major city water to show that this is the case.
minelaying, minesweeping, or base attacks hex. 19.4 CONVERTING OILFIELDS:
during Special Movement/Combat Phases, 18.2.4: “-1” for any unit in a minor city Anytime the control of an oilfield hex
and may not enter or pass through hexes hex. changes, damage done by the other side
containing enemy minefield units. may make the oilfield unusable to obtain
17.4.4: If the naval unit remains in the hex 19.0 MOVEMENT OPTIONS an extra replacement factor for the new
at the conclusion of all combats, the units 19.1 STRATEGIC MOVEMENT: owner (see 13.2.1.1.1 and 13.2.1.2.1).
may enter the destination port hex and the During its Ground Movement Step, any 19.4.1: The side that just took control of
ground unit or units are left there. supplied ground unit that does not start, an oilfield hex rolls the die once during its
17.4.5: If the naval units are forced to end, or enter at any time a hex that is Converting Oilfields Step. If a “1” is
retreat, the return movement must be to adjacent to an enemy combat unit, which rolled, the oilfield may be used to obtain
any friendly port hex except the moves entirely along a route of friendly the one replacement factor during all
destination port hex, and the ground units gauge railroad hexes, and which expends future Turns that the side controls that
must return with the naval units. no movement factors converting railroad oilfield.
17.4.6: Each hit marked on a naval unit or hexes may use twice its normal movement 19.4.2: Until a “1” is rolled, no one gets
units during a naval combat also factor. Movement costs are normal. Rail the replacement factor for the oilfield hex.
automatically causes a hit on a ground unit hexes used may have been converted by

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Until converted, mark the oilfield hex with the Turn when it is due to return, the die 20.2.2 REPLACEMENT ATTACKS:
a do not use unit. rolls for that unit can cease. The phasing player moves an air unit or
19.5 LIMITED INTELLIGENCE: 19.6 INCOMPLETE RAILROADS: units to an enemy controlled oilfield or
These options make it more difficult to The rails in railroad hexes TT18, UUI9, replacement city hex (in this case, for the
discover the situation on the other side. UU21, UU22, UU23, VV19, VV20, Soviets, any of their cities with
19.5.1 HIDDEN ORDER OF BATTLE WW20, WW30, XXI9, and XX29 are replacement numbers, and, for the Axis,
CARDS: Both players keep their Order unusable at the start of any “1941” game. any of the cities in the combinations Riga-
of Battle Cards permanently out of the A side must have combat units expend Tallinn-Vilna or Dnepropetrovsk-Kiev-
other player's view (perhaps setup on a movement factors in these hexes to Rostov). Mark the hex with a battle
chair beside the table and below the table's “convert” them to their gauge before they location unit and place a “1” hit unit in the
level). No matter how well a player's may be used as railroad hexes by anybody. battle box for each air unit in the hex.
memory, there should be some surprises 20.2.2.1 MARKING REPLACEMENT
when this is done. 20.0 COMBAT OPTIONS ATTACKS: Unless eliminated or
19.5.2 INVERTED GROUND UNITS: retreated from the hex by air combat,
20.1 IGNORE REQUIRED
Any ground units that end movement in during the Phasing Return and Transfer
RETREATS:
the Movement Phase, Post Combat Step, Segment place the hit unit or units in the
In addition to those cases covered in
or Exploitation Phase in hexes not with or city hex to show that the replacement
7.2.1.3.2.1, a player may also ignore a
adjacent to any enemy combat unit or units attack took place.
required retreat in any other situations by
may be flipped over and left inverted until 20.2.2.2 EFFECTS OF REPLACEMENT
marking an extra hit on an engaged or ATTACKS: During the other side's next
once again adjacent to an enemy combat
supporting unit. If all engaged or Replacement Step, replacement factors are
unit or units.
supporting units are eliminated, the extra reduced as follows:
19.5.3 SOVIET STRATEGY
hit may be marked on an unengaged unit
CHANGE: This option may be used in 20.2.2.2.1: If one or more hits are marked
involved in the combat.
any of the “1941” scenario games. Before in an oilfield hex, the replacement factor
20.2 STRATEGIC BOMBING: for that oilfield hex is lost.
the game starts, the Soviet player secretly
Air units may be used for two types of
writes down alternate city names for any 20.2.2.2.2: If one or more hits are marked
“strategic” bombing attacks.
or all Soviet reinforcements that are listed in a Soviet replacement city, that city's
20.2.1 RAILROAD ATTACKS: The
on the Soviet Order of Battle Card with a replacement number is reduced by the
phasing player moves an air unit or units
city name. These reinforcements will then number of hits – if the number of hits
to any enemy controlled city (fortress,
enter at these alternate city hexes during exceeds the replacement number, the
major, or minor) hex that is a possible
the game. The Axis player should excess hits are simply wasted.
supply source part of their main connected
gradually be shown the new city names on 20.2.2.2.3: If one or more hits is marked
rail network (traced to the edge of the
the Turns they are used. on one or more of the cities in either of the
mapboard – not part of a rail network
19.5.4 VARIABLE ARRIVAL TIMES: Axis Combinations, one replacement
traced only to an otherwise isolate port
During his Reinforcement Step, the factor is lost per combination that was hit.
city). Mark the hex with a battle location
controlling player rolls the die once for Remove the hit units at the end of that
unit and place a rail unit in the battle box
each unit (including held back and rebuilt Replacement Step.
with the air unit or units. NOTE: With
units) due as reinforcements during the 20.2.3 AIR COMBATS WITH
separate Finnish and other Axis rail
current and next Turn. STRATEGIC BOMBING: Any air
capacities, the capacity reduced by a
19.5.4.1 THIS TURN REINFORCE- combats caused by strategic bombing are
railroad attack depends on in which of
MENTS: For units due the current Turn, resolved as airbase attacks (ie., the
these networks the attacked city is located.
if a “5” or “6” is rolled, the unit must be defending air unit's defense factor is
20.2.1.1 MARKING RAILROAD
held back and does not enter the mapboard “+2”), if opposed.
ATTACKS: Unless eliminated or
that Turn. 20.3 RETREATS FROM NAVAL
retreated from the hex by normally
19.5.4.2 NEXT TURN REINFORCE- BASES:
resolved air and/or navel combats, during
MENTS: For units due the following A naval unit or units that retreats from a
the Phasing Player's Return and Transfer
Turn, a roll of “6” means that the unit may friendly naval base during a Ground
Segment the rail unit and a do not use unit
arrive this Turn. Combat Segment may also “carry” a
are left in the city hex to show that the
19.5.4.3 REMOVE AND WITHDRAW: ground unit or units with it subject to the
railroad attack took place.
For units to be removed or withdrawn, if a limitations covered in Option 17.4.1. The
20.2.1.2 EFFECTS OF RAILROAD
“5” or “6” is rolled, the unit is not ground unit or units may then be
ATTACKS: During the other side's next
removed or withdrawn after Turn (the die transported to a new friendly naval base
phases, their rail capacity is reduced by
must continue to be rolled for such units hex with the naval units during the
one per railroad attack marked and no rail
every Turn until they finally leave the appropriate Return and Transfer Segment.
movement may be routed through a
mapboard). If a withdrawn unit that later If no friendly naval base can be reached,
railroad attack hex. Remove the rail and
comes back remains on the mapboard until the ground units are eliminated with the
do not use units at the end of that Rail
naval units.
Movement Step.

24
Russian Front – Consolidated Rulebook – Version 12132009

20.4 MOUNTAIN UNITS IN THE Axis forces finally halted the Soviet assumption can be handled in one of two
MOUNTAINS: attacks by the spring of 1942. ways:
If a mountain unit attacks in a mountain a. GERMANS NEVER INVADED THE
hex, the attacking mountain unit's attack SCENARIO ONE: “1941” BALKANS: This postulates that the
factor is modified by “+1”. German Balkan campaign had never taken
A. CURRENT DATE: June, 1941 (Turn
place. Due to the mess this leaves in the
1) or May, 1941 (Turn 0 – see J.3, below).
THE SCENARIOS Balkans, no Hungarian Italian, or
B. ACCUMULATED
Romanian units not initially on the map
The scenarios in this section provide the REPLACEMENTS: 0.
board are available as reinforcements for
specific information needed to setup and C. CURRENT VICTORY LEVEL: 0.
the rest of the game. Also, the “other”
play a number of different games, which D. AVAILABLE PARTISAN
replacement factors listed on the
start at different critical periods during the FACTORS: 0.
REPLACEMENT CHART on the Game
campaign. A brief historical summary is E. FACTORIES: All in city hexes (at
Card are reduced by one per Turn for the
used to link the scenarios. Dnepropetrovsk, Gorky, Kharkov, Kiev
entire game.
Leningrad, Minsk, Moscow, and Rostov).
b. GERMANS INVADE THE
In mid 1941, the victorious military F. BLANK PICTURES ON ORDER OF
BALKANS AND THE SOVIET
machine of Adolf Hitler’s Nazi Germany BATTLE CARDS:
was undoubtedly the most powerful and UNION: This postulates that the Soviet
1. AXIS:
experienced in the world. Their invasion takes place while the Balkan
Turn 12: German 5th Air Corps.
revolutionary “blitzkrieg” tactics had campaign continues. The 8th Air Corps
Turn 13: German 2nd Air Corps.
rapidly overrun most of Europe, but the and 46th Armor Corps from Army Group
Turn 33: German 1st SS Armor Corps. Center, the 41st Armor Corps from Army
failure of the 1940 aerial “Battle of 2. SOVIET:
Britain”, the availability of willing allies, Group North, the 14th Armor, 49th
*: 19th Infantry Army. Mountain, and 52nd Infantry Corps from
and the inefficiency of the Soviet armed Turn 20: 27th Infantry Army.
forces (crippled by Joseph Stalin's violent Army Group South, and the 11th and 30th
G. MINEFIELDS: In all of the game Infantry Corps (all of these units are
and extensive purge of the officer corps in variants, Soviet minefield units are placed
the late 30s) convinced Hitler that the German) from Romania are not setup at
in hexes J10 (Odessa), NN9 (Riga), RR17, the start of the game but arrive as
resources needed to defeat Great Britain RR18 (Leningrad), SS18, and UU11
must and could be rapidly seized from reinforcements in July, 1941 (Turn 2) and
(Hango) and Axis minefield units are August, 1941 (Turn 3). The Axis player
Germany's nervous and suspicious ally, placed in hexes F5 (Constanta), JJ3
the Soviet Union. This operation, may select any four of these units as
(Konigsburg), KKI (Danzig), MM5 reinforcements for the July 1941 Turn,
codenamed “Barbarossa”, was to crush the (Memel), and UU13 (Helsinki).
Soviets in a rapid three to six month with the remainder being reinforcements
H. HITS: No hits are marked on any for the August 1941 Turn.
campaign, after which the wealth and combat units of either side.
resources of all Europe would be available c. In both of these “what-if” situations, the
I. AXIS AND SOVIET SETUPS: Setup first six-month period for determining
to finish with Great Britain. Following a both sides as shown in the COMBAT
spring campaign to clear out the Balkans victory levels, ending with Turn 6, will
UNIT SETUP section on the Basic Game actually last seven Turns.
by overrunning Yugoslavia and Greece, Card, with the addition of the naval units
Hitler unleashed his armies on the new d. In both situations, treat Hungary and the
for both sides. Hungarian unit during Turns 0 and 1 as
“Russian Front” on June 22, 1941. Initial J. SPECIAL RULES: A number of
operations were unprecedentedly they are normally treated during Turn 1
different games can be played using the (see 4.4.2)
successful, although, ominously, the 1941 setup:
Soviet forces proved much stronger than e. For both of these situations, replacement
1. THE SHORT GAME: This is to be factors are available for both sides during
expected and their soldiers exhibited their played quickly while learning the rules or
historical stubbornness and courage in Turn 1 (June, 1941) that are identical to
whenever there is no time for a longer those listed for Turn 2 (July, 1941).
defense of their homeland. Although game. The game lasts only three Turns, as
millions of prisoners were taken and huge 4. All railroad hexes on the respective
with the Basic Game, and the “Aug, 41” sides of the national boundaries are
areas were overrun, the Axis timetable fell line on the Victory Points Chart is used to
farther and farther behind until finally, in already converted to that side's gauge.
determine a winner.
December, 1941, the last lunge toward 2. BARBAROSSA: This is the “standard”
Moscow failed in the clutches of “General The summer of 1942 found the Axis
1941 game, starting at the time of the armies weakened but rebuilt by
Winter” (for which the Axis forces were actual invasion and lasting for at least six
woefully unprepared). The Soviet army replacements and a massive infusion of
months. new allied units. Lacking the strength to
launched a massive counter-offensive that 3. THE EARLY START GAME: This
brought the Axis armies, for a time, face- attack all along the front as in 1941, the
game assumes that the Axis invasion Axis offensive power was concentrated in
to-face with disaster. However, Stalin started in May, 1941 (which, for this game
overextended his forces, attempting too the south to overrun the Caucasus area
only, occurs and is called “Turn 0”). This with its valuable oilfields. After initial
much, and the badly shaken and battered

25
Russian Front – Consolidated Rulebook – Version 12132009

success, the offensive ground to a halt this scenario: 3(7-5-4), 2(6-5-4–do not use player placing the rest of his units. The air
stalled in the Caucasus Mountains to the 19th infantry army), 10(5-4-4–do not use units may be placed (up to two per hex) in
south and at Stalingrad to the east. Bitter 27th infantry army), and 31(4-3-4) any friendly fortress, major, and/or minor
fighting and repeated attacks failed to infantry armies; 4(3-3-4) mountain armies; city hexes. The paratrooper units may be
secure all of Stalingrad, and November 1(4-3-6) and 5(2-2-6) cavalry corps; 2(3- placed in any Soviet controlled hexes.
saw another massive Soviet winter 3-3) marine corps; 3(2-2-3) paratrooper The 5 Axis armor units may be setup in
counter-offensive that broke through on corps; 7(3-2-10) air armies; 1 (5-5-7) and any Axis controlled hexes (if properly
fronts held by Axis ally armies and 1(4-4-7) fleets; and 1(3-3-7), 2(2-2-7), and located – see 11.6.1 – refit units may be
surrounded and eventually destroyed the 1(1-1-7) flotillas. placed with some of these. All other units
German forces around Stalingrad, forcing 2. AXIS FORCES: From among the for both sides must be placed on their side
a withdrawal from the Caucasus. Early Axis combat units available through Turn of the “2” start line in hexes containing a
1943 saw heavy but generally indecisive 12, gather the following for use in this “2” hexside so as to cumulatively occupy
fighting in the south. scenario: and/or cover with a zone of control all
Finn: 1(5-5-4), 4(4-4-4), and 1(3-3-4) land and coastal hexes (including those on
SCENARIO TWO: “1942” infantry corps; 1(3-3-10) air corps; and the enemy side of the start line) of which
1(1-1-7) flotilla. the “2” start lines are a part.
A. CURRENT DATE: June, 1942 (Turn
German: 3(8-6-6), 6(7-5-6), and 2(6-4- EXCEPTION: One Romanian ground unit
13).
6) armor corps; 1(6-5-6), 8(5-4-6), is placed in Odessa.
B. ACCUMULATED REPLACE-
16(4-3-6), and 5(3-2-6) infantry corps; J. SPECIAL RULES:
MENTS: 2 for “other” Axis allies.
1(5-5-6) and 1(3-3-6) mountain corps; 1. FINN LOCATIONS: All Finnish units
C. CURRENT VICTORY LEVEL: 0.
1(4-3-4) paratrooper corps; 1(5-1-2) and the German 3-3-6-mountain unit must
D. AVAILABLE PARTISAN
artillery corps; 4(4-3-10–do not use 2nd be placed in the area defined in rule 11.2.
FACTORS: 1.
air corps); and 1(4-4-7) and 1(3-3-7) 2. RAILROAD HEXES: All railroad
E. FACTORIES: 4 are in the OFF
flotillas. hexes on the respective sides of the start
BOARD FACTORY area, 1 is in the “F”
Hungarian: 1(3-2-4) armor corps; 2(3- line are already converted to that side's
box of the CURRENT VICTORY
2-4) infantry corps. gauge.
LEVELS CHART, and 3 are in city hexes
Italian: 1(3-2-4) infantry corps and 3. NO REBUILDING The Soviet 19th
(at Gorky, Leningrad, and Moscow).
1(1-1-7) flotilla. and 27th Infantry Armies and the German
F. BLANK PICTURES ON ORDER OF
Romanian: 4(3-2-4) infantry corps; 2nd Air Corps may not be rebuilt (all were
BATTLE CARDS: (Axis only)
1(3-3-4) mountain corps; 1(3-2-10) air withdrawn earlier).
Turn 33: German 1st SS Armor Corps.
corps; and 1(1-1-7) flotilla.
G. MINEFIELDS: Soviet minefield units
3. UNIT SETUP: The summer of 1943 was an unhappy
are placed in hexes B20 (Novorassiysk),
a. NAVAL UNITS: Both sides setup their period for the Axis high command. They
D13 (Sevastopol), H23 (Rostov), RR17,
naval and marine units at the same time in were starting their third year of a war that
RR18 (Leningrad), and SS18. Axis
these exact port cities: originally was planned to last only a few
minefield units are placed in hexes J10
1) SOVIET: months. Casualties had been tremendous.
(Odessa), I22 (Taganrog), RR16, SS17,
Leningrad: 5-5-7 fleet, 3-3-7 The Russian Front had forced a
and TT17.
flotilla, and 3-3-3 marine. concentration of German resources in the
H. HITS: The following hits should be east that had enabled Great Britain (linked
Novorassiysk: 4-4-7 fleet.
marked (as desired by the controlling with the United States since December
Rostov: 1-1-7 flotilla.
players, but no more than two hits per 1941) to resume the offensive. The
Sevastopol: 2-2-7 flotilla and 3-3-3
unit) on the combat units. Anglo-American forces had overrun North
marine.
1. SOVIET: 42 on infantry armies, 3 on Africa, and the invasions of Sicily and
Schlusselburg: 2-2-7 flotilla.
mountain armies, 2 on cavalry corps, 1 on Italy would shortly knock Italy out of the
2) AXIS:
marine corps, 1 on paratrooper corps, 4 on war and draw more German forces to the
air armies, and 4 on naval units. Helsinki: 1-1-7 Finn flotilla.
Odessa: 3-3-7 German flotilla, 1-1-7 west. The growing American and British
2. AXIS: strategic air offensives were already tying
Italian Flotilla, 1-1-7 Romanian
Finn: 2 on infantry corps. down over half of German air resources,
flotilla.
German: 8 on armor corps, 22 on and soon would cause the withdrawal of
Narva: 4-4-7 German flotilla.
infantry corps, 2 on mountain corps, 2 air units presently facing the Soviets. At
b. OTHER COMBAT UNITS: The
on air corps, and 2 on naval units. the same time the Soviet military machine
Soviet player sets up first, placing all
Hungarian: 1 on an infantry corps. had grown more powerful and
remaining combat units except air and
Italian: 1 on an infantry corps. experienced. Hitler's solution, as usual,
paratrooper units. The Axis player then
Romania: 2 on infantry corps. was to attack, this time an attempt to
sets up all remaining combat units except
I. AXIS AND SOVIET SETUPS: surround and destroy major Soviet forces
for any 5 armor and all air units. The
1. SOVIET FORCES: From among the massed around Kursk. The Kursk
Soviet player then sets up his air and
Soviet Combat units available through offensive, in June, 1943, led to the largest
paratrooper units, followed by the Axis
Turn 12, gather the following for use in

26
Russian Front – Consolidated Rulebook – Version 12132009

tank battles in history, saw German 1. SOVIET FORCES: From among the then sets up all but two of his air and all
armored forces irreparably weakened, and Soviet combat units available through of his paratrooper units, followed by the
failed to take Kursk. An immediate Soviet Turn 24, gather the following for use in Axis player placing the rest of his units.
offensive followed, which rolled back the this scenario: 1(9-7-6) and 4(8-6-4) armor The Soviet player then places the last two
Axis forces, starting their long retreat that armies; 6(7-6-5), 5(7-5-4), 1(6-5-4), do air and the two armor units. The air units
would continue for the rest of the war. not use 19th infantry army) 17(5-4-4), and may be placed (up to 2 per hex) in any
The Axis forces fought a tenacious, 29(4-3-4) infantry armies; 2(3-3-4) friendly fortress, major, or minor cities.
sometimes successful, but eventually futile mountain armies; 4(4-3-6) and 3(2-2-6) The 2 Soviet and 4 Axis armor and the
series of battles attempting to halt the cavalry corps; 2(3-3-3) marine corps; 3(2- Soviet paratrooper units may be setup in
“Russian Steamroller”. By the end of 2-3) paratrooper corps; 12(3-2-10) air any hexes on their sides of the start line
1944, when THE RUSSIAN FRONT armies; 1(5-5-7) and 1(4-4-7) fleets; and (if properly located – see 11.6.1 – refit
ends, the Axis allies had all surrendered 2(3-3-7) and 2(2-2-7) flotillas. units may be placed with some of the
and most German forces were driven from 2. AXIS FORCES: From among the armor units). All other units for both
Soviet soil. The invasion of Germany was Axis combat units available through Turn sides must be placed on their side of the
about to begin! 24, gather the following for use in this “3” start line in hexes containing “3”
scenario: hexsides so as to cumulatively occupy
SCENARIO THREE: “1943” Finn: 1(5-5-4), 4(4-4-4), and 1(3-3-4) and/or cover with a zone of control all
infantry corps; 1(3-3-10) air corps; and land and coastal hexes (including those
A. CURRENT DATE: June, 1943 (Turn
1(1-1-7) flotilla. on the enemy side of the start lines) of
25).
German: 1(9-8-6), 1(8-7-6), 3(8-6-6), which the “3” start lines are a part.
B. ACCUMULATED REPLACE-
1(7-6-6) 4(7-5-6), and 2(6-4-6) armor J. SPECIAL RULES:
MENTS: 0.
corps; 9(5-4-6), 14(4-3-6), and 7(3-2-6) 1. FINN LOCATIONS: All Finnish units
C. CURRENT VICTORY LEVEL: + 1
infantry corps; 1(5-5-6) and 1(3-3-6) and the German 3-3-6 mountain corps
Soviet.
mountain corps; 1(5-1-2) artillery corps; must be placed in the area defined in rule
D. AVAILABLE PARTISAN
5(4-3-10) air corps; and 1(4-4-7) and 1(3- 11.2.
FACTORS: 2.
3-7) flotillas. 2. RAILROAD HEXES: All railroad
E. FACTORIES: 5 are in the OFF
Hungarian: 4(3-2-4) infantry corps and hexes on the respective sides of the start
BOARD FACTORIES area and 3 are in
1(2-1-10) air corps. line are already converted to that side's
city hexes (at Gorky, Leningrad, and
Italian: 1(3-2-4) infantry corps; 1(2-1-10) gauge.
Moscow).
air corps; and 1(1-1-7) flotilla. 3. NO REBUILDING: The Soviet 19th
F. BLANK PICTURES ON ORDER OF
Romanian: 1(4-3-4) armor corps; 3(3-2- Infantry Army, any one other 6-5-4, two
BATTLE CARDS: (Axis only)
4) infantry corps; 1(3-3-4) mountain 5-4-4, and two 4-3-4 infantry armies, the
Turn 33: German 1st SS Armor Corps.
corps; 1(3-2-10) air corps; and 1(1-1-7) four 3-3-4 mountain armies, one 8-6-4
G. MINEFIELDS: Soviet minefield units
flotilla. armor army, and one air army may not be
are placed in hexes H23 (Rostov), RR17,
3. UNIT SETUP: rebuilt (all were withdrawn or had Guard
RRl8 (Leningrad), and SS18. Axis mine-
a. NAVAL UNITS: Both sides setup their units substituted for them earlier).
field units are placed in hexes D18, E18
naval and marine units at the same time in CREDITS
(Kerch), I22 (Taganrog), RR16, SS17, and RESEARCH AND
these exact port cities: Neil Zimmerer.
TT17. DESIGN:
1) SOVIET: DEVELOPMENT
H. HITS: The following hits should be S. Craig Taylor,
Leningrad: 5-5-7 fleet, 3-3-7 flotilla, AND RULES:
marked (as desired by the controlling Jr.
and 3-3-3 marine. PRODUCTION
players, but no more than two hits per Thomas N. Shawl
Rostov: 4-4-7 fleet, 3-3-7 and 2-2-7 COORDINATION:
unit) on the combat units:
flotillas, and 3-3-3 marine. PREP DEPT. Elaine Adkins
1. SOVIET: 10 on armor armies, 40 on COORDINATOR:
Volkhov: 2-2-7 flotilla.
infantry armies, 2 on mountain armies, 3 TYPESETTING: Colonial
2) AXIS:
on cavalry corps, 1 on marine corps, 1 on Composition
Helsinki: 1-1-7 Finn flotilla.
paratrooper corps, 6 on air armies, and 5 PLAYTESTERS: Joel Bonham,
Kerch: 3-3-7 German flotilla.
on naval units. Mike Craighead,
Narva: 4-4-7 German flotilla.
2. AXIS: Bud Daunhauer,
Finn: 1 on an infantry corps. Sevastopol: 1-1-7 Romanian and 1-1-
7 Italian flotillas. Joe Davis,
German: 12 on armor corps, 20 on Vincent Fratelli,
infantry corps, 2 on mountain corps, 2 on b. OTHER COMBAT UNITS: The
Soviet player sets up first, placing all Charles Gittings,
air corps, and 3 on naval units. Jon Hicks, Gary
remaining combat units except all air and
Hungarian: 2 on infantry corps. Hoover, Ken
paratrooper units and any 2 armor units.
Italian: 1 on an infantry corps. Kaufman, Wayne
The Axis player then sets up all
Romanian: 2 on infantry corps and 1 on Lanham, Rex
remaining combat units except for any 4
air corps. Martin, Neal
armor and all air units. The Soviet player
I. AXIS AND SOVIET SETUPS:

27
Russian Front – Consolidated Rulebook – Version 12132009

Schlaffer and the SETUP DESIGNATIONS: Battle Card to show where they are to
Aberdeen Gamer's Axis Soviet setup. These units must be placed in or
Association, Eric C: Army Group B: Baltic Military adjacent to the named cities. For example,
Center. District.
Schultz, Bruce F: Finland. I: Interior Forces.
the 21st army unit is listed for the city of
Shelley, Clay H: Hungary. K: Kiev Military Gomel (hex Y14). It may be placed in
Smith, Zeke District. Gomel or in any of the adjacent hexes
Zelenevitz. N: Army Group L: Leningrad (X13, X14, Y13, Y15, Z13, or Z14). When
North. Military District.
R: Romania. O: Odessa Military
more than one unit is listed for the same
Thank you to the Wargame Academy for District: city, they may be spread in any desired
the inspiration to do this consolidated S: Army Group W: Western Military manner over the given city hex and/or the
South. District. adjacent hexes.
rulebook. This digital version is
Number: B. THE AXIS SETUP:
compliments of John W. Gant.
Any setup designation that is a number The Axis player sets up after the Soviet
THE BASIC GAME CARD indicates that the unit is not on the player finishes. Place all units with setup
mapboard at the start of the game, but designations of “C”, “N”, or “S” in hexes
arrives on the mapboard in the Turn of of their appropriate setup areas. These
THE UNIT COUNTERS (1.2) that number. For the Basic Game, no units setup areas are identified by name
COMBAT UNITS: with a setup designation number larger (“Center”, “North”, “South”) on the
These units represent the military than “T’ are needed for play. mapboard and their boundaries are
formations involved in the campaign. Asterisk: outlined by black dots and national
Their colors identify their nationalities Any setup designation that is an asterisk boundary (gray) lines. Place all units with
and/or other distinctions. indicates that the unit arrives on the setup designations of “F”, “H”, and “R” in
COMBAT UNIT COLOR mapboard only in a certain case, shown on Finland, Hungary, and Romania,
IDENTIFICATION: the Axis Order of Battle Card. respectively. These countries are identified
Finns: White. OTHER UNITS: by name on the mapboard and outlined by
German: Gray. The other units are in a variety of colors national boundary lines. These units may
German Armor: Black. and are used to mark and record be placed in any hexes in their areas with
Hungarian: Green. information needed to play the game. the restriction that every hex containing a
Italian: Light Blue. national boundary hex side must contain a
Romanian: Dark Blue. COMBAT UNIT SETUP (2.3) combat unit or units, and/or be adjacent to
Soviet Regular: Red. A. THE SOVIET SETUP: a hex containing a combat unit or units.
Soviet Non-Replaceable: Brown. The Soviet player must setup his combat C. AIR UNIT SETUP:
Soviet Guard *: Orange. units first. For both sides, all air units must be placed
UNIT SIZE: 1) THE MILITARY DISTRICTS SETUP: in city hexes.
(not on air or naval units) Place all units with setup designations of
XXX: Corps. XXXX: Army. “B”, “K”, “L”, “O”, and “W” in hexes in COMBAT EXAMPLE (7.6)
UNIT IDENTIFICATION their appropriate setup areas. These setup
A. BACKGROUND OF THE BATTLE
ABBREVIATIONS: areas are identified by name (“Baltic”,
OF SMOLENSK:
AZ: Azov. “Kiev”, “Leningrad”, “Odessa”, and
B: Baltic. During the Ground Movement Phase, the
“Western”) on the mapboard and their
BS: Black Sea. phasing Axis player moves a German 5-4-
boundaries are outlined with black dots
F: Finnish. 6 and a 4-3-6 infantry unit into the
G: Guard. and national boundaries (gray outlined hex
Smolensk fortress city hex, which contains
GD: Grossdeutschland. sides). For example, all units with a “B”
H: Hungarian.
a Soviet 5-4-4 infantry unit. The hex is
setup designation are placed in the hexes
HG: Herman Goering. marked with battle location unit “5”, and
of the Baltic Military District (hexes II7,
HN: Hango Garrison. the combat units are removed from the
I: Italian. II8, II9, JJ6, JJ7, JJ8, KK6, KK7, KK8,
mapboard and placed in battle box “5” on
LD: Ladoga. LL6, LL7, MM6, MM7, NN5, and NN6).
the Battle Location Card. During the Air
ON: Onego. These units may be placed in any hexes in
R: Romania. Movement Step, a German 4-3-10 and two
their areas with the restriction that every
RS: Reserve. Soviet 3-2-10 air units are added to the
hex containing a national boundary hex
SK: Shock. battle. The German 5-4-6 is already
SS: Schutzstaffeln. side must contain a combat unit or units
marked with a “1” hit unit, but none of the
ST: Siege Train. and/or be adjacent to a hex containing a
UK: Ukraine.
other units have hits marked.
combat unit or units.
WR: White Russia. B. THE AIR COMBAT SEGMENT:
2) THE SOVIET INTERIOR SETUP:
The Axis air Unit’s attacker factor of “4”
All Soviet units with an “I” setup
is compared to one of the Soviet air unit’s
designation have a city name printed in the
defense factor of “2”, and since no
“Interior” section on the Soviet Order of
modifiers apply to air combat, the combat

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Russian Front – Consolidated Rulebook – Version 12132009

table number is “+2”. The Axis player Soviet 5-4-4 still in possession of I. NEUTRAL BALKANS (S):
rolls a “1” on the die, so the engaged Smolensk. Battle location unit “5” is This variant assumes that the Balkans
Soviet air unit is marked with a “1” hit removed from the mapboard and replaced remained neutral throughout the war.
unit and the German air unit is marked in battle box “5” and the Soviet 5-4-4 is Consequently, Rumanian and Hungarian
with a “2” hit marker. There is no replaced in Smolensk. units may never be used and German
required retreat and both sides decline a forces may not begin the game in their
voluntary retreat, so another round of THE GENERAL country. The German Black Sea flotilla
combat is necessary. Before the second MAGAZINE starts any 1941 scenario with Army Group
round of combat, the Soviet player North and in the same hex as the German
designates his unhit air unit as the Baltic Flotilla in other scenarios. The
engaged unit for the coming round. The GENERAL Vol. 22. #4. German, ground units in Rumania in 1941
combat table number is again “+2”, and start with Army Group South. Italian
this time the Axis player rolls a “5”, so the RUSSIAN FRONT PLUS reinforcements use Germany as their
engaged Soviet air unit is marked with a “home country” and “other” replacements
“1” hit marker while the German air unit (which apply only to the Italians in this
VARIANTS FOR THE LATEST
retains its “2” hit marker, as no new hits case) are cut to one and are available only
INVASION
occurred. The engaged Soviet air unit also on Turns whose number is divisible by
has a required retreat, so both Soviet air By James E. Meldrum four from Turn 16 (Sept. ‘42) to Turn 24
units must be retreated. The Soviet player RUSSIAN CAMPAIGN was good – (May ‘43). Neither side may enter any
chooses to retreat them to hex DD18. but RUSSIAN FRONT is even better! The Rumanian or Hungarian hex with any
C. THE GROUND COMBAT Avalon Hill Game Company’s newest units. The Axis side still gets the one
SEGMENT: game simulating that portion of World replacement from the Ploesti oilfields
The Axis player chooses the 5-4-6 unit as War II between Russia and Germany, throughout the game.
his engaged unit and the air unit is operates on the same scale as RUSSIAN II. NEUTRAL FINLAND (S):
available for support, giving the Axis side CAMPAIGN (army/corps level) but it This variant assumes that Finland
“5+4=9” attack factors, while the Soviet depicts this conflict in far greater detail. remained neutral throughout the war.
5-4-4 unit has its defense factor modified RUSSIAN FRONT is just the game for Consequently, Finnish units may never be
by”+3” for the fortress city plus “+1” for those who like more detail than is found in used. The German 18th Mountain Corps
the river, giving a net “4+3+1 RUSSIAN CAMPAIGN but who do not arrives in Germany in August 1941 instead
=8”defense factors. The combat table is want to drive every tank in the German of in Finland. The Soviet 19th and 27th
“9-8= +1. The Axis player rolls a “6”, so army as one has to do in monster games armies are not withdrawn on Turn 10
the Axis unit takes “0” hits and the Soviet dealing with the Eastern Front. (March ‘42). Neither side may enter any
unit is marked with a “1” hit unit, but, Because of the additional detail neatly Finnish hex with any unit.
being a ground unit defending in a fortress incorporated into RUSSIAN FRONT, the III. CHANGED ITALIAN
city, ignores the required retreat. Both potential for simulating variant situations PARTICIPATION:
sides decline a voluntary retreat and both is tremendous. The variants presented in This variant presents two options on
sides retain their original engaged units this article are intended to exploit a small Axis Mediterranean strategy that could
for the second round of combat (the Soviet part of that potential. Players may use have affected the Eastern Campaign.
player has no choice), so the combat table these variants to examine how various a. No Italian Participation (A): In this
is still“+1”. A “2” is rolled putting two historical factors and events might have option, Germany does not go to Italy’s aid
hits on both sides, so both engaged ground altered the outcome of this campaign. in North Africa, causing Italy to shoulder
units are now marked with a “3” hit Since the use of variant rules can almost the entire burden for the war in the
marker (two new hits, plus one hit already drastically change the game’s balance, it is south.
marked on both). Again, both sides decline suggested that players use variants that are 1) No Italian units are used in any
a voluntary retreat, so a third round of neutral or pairs of variants that each favor scenario and the “other” replacements are
combat is necessary. Starting to worry one side. A variant that favors the Axis is reduced by one on all turns divisible by
about the survival of the 5-4-6, the Axis marked A, one that favors the Soviets is four from Turn 16 (Sept. ‘42) to Turn 24
player designates the 4-3-6 as the engaged marked S and a variant that favors neither (May ‘43).
unit for the third round of combat. This side (“neutral”) is marked N. Even this 2) German replacements are increased by
reduces the combat table to “0”, and the will not re-balance the game, but the one per turn from Turn 2 (July ‘41)
Axis player rolls a “3”. The Axis unit whole purpose of these variants is to through Turn 8 (Jan. ‘42).
takes “1” hit and a required retreat, explore these effects. Copies of units 3) The Afrika Korps was never sent to
which must be made as the Axis side is the required for some of the variants are North Africa and is available in the east
attacker, not the defender. The Axis units included in this issue’s insert. Unless until the inevitable early Italian collapse.
are retreated into hex EE17 (which otherwise mentioned, all original game The extra “AK” air and armored units
contains another German ground unit) rules are unchanged. from the insert may be added to the forces
and the combat ends with the battered starting in Rumania in 1941 (note: if

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Russian Front – Consolidated Rulebook – Version 12132009

variant 1 is also used, the air unit is set up Guard cavalry corps) have their movement XII. FORTIFICATIONS (N)
with Army Group North). Both of these factor decreased to “4” and their attack Fortification units are available to both
units must be withdrawn on Turn 9 (Feb. factor decreased by one. sides in limited quantities (the countermix
‘42). IX. JAPANESE INVASION (A): in the insert). Variants 13 and 17 require
b. Greater German Support for Italy As the Germans advanced toward the use of fortification units or they may be
(S): In this option German support for Moscow, Stalin sporadically worried incorporated into any game.
Italy in North Africa is increased. about the threat of Japanese intervention a) These units can be constructed in any
1) German replacements are reduced by in Siberia that would cause reinforcements land hexes not containing a major or
one for Turns 2 (July ‘41) through 27 needed at Moscow to remain in the Far fortress city; completed fortification units
(Sept. ‘43). East. These fears were never realized, but add an additional “+2” to defending
2) Italian units are not removed on Turn suppose they were? To simulate the ground units’ defense factors.
28 (Sept. ‘43). effects of a Japanese attack, the Soviet Fortification units have no effect on other
3) “Other” replacements are increased by player must choose one of the following terrain in a hex.
one on Turns 28, 32, 36, 40 and 42. during the Turn 6 (Nov. ‘41) Victory Level b) Available pairs of fortification units
IV. MORE ACTIVE AXIS ALLIES Phase: may be purchased during a Replacement
(A): a) None of the Turn 7 (Dec. ‘41) or Turn 8 Step for an expenditure of one
The Hungarians enter the war (Jan. ‘42) reinforcements arrive. These replacement factor per pair. Fortification
immediately. Any German units normally units are treated as eliminated, although units are placed on the mapboard at the
set up in Rumania may be set up in the red counters can be purchased later end of the same turn’s Ground Movement
Hungary instead and Rule 4.4.2 is using replacement factors. Step.
suspended. The Finns nay pursue the war b) The reinforcements arrive on schedule, c) Fortification units may only be placed
more vigorously than they did historically but the victory level is automatically in a hex containing a friendly ground unit.
by modifying 11.2.2 so that Finnish units shifted one level in the Axis favor (ie., an When placed, they should be inverted to
may now move anywhere on mapboard Axis “+1” would become an Axis “+2”). show that they are “under construction”.
panels “A” and “B” at any time. Soviet replacement factors are reduced by They have no value while under
V. NO PARTISANS (A): two per turn from Turn 8 (Jan. ‘42) on. construction.
One of the major reasons that Soviet X. MORE GERMAN MOBILIZATION d) Fortifications are turned upright and are
partisans were so active was because of (A): completed and ready for use at the end of
the brutal Nazi occupation policies. This This variant has two parts, either one the following turn’s Ground Movement
not only provided partisan recruits but also of which may be selected for use. Step.
gave then the local support necessary for a) Historically, the Russian mud hindered e) Fortification units are eliminated
effective operations. In this variant, the both the Axis and Soviet forces because anytime an, enemy ground unit enters a
Nazis opt for a more reasonable both utilized large numbers of trucks that fortification hex that does not contain a
occupation policy and partisan depended on the almost nonexistent roads. friendly ground unit, or whenever all the
replacements and the Partisan Activity This variant assumes that the Germans friendly ground units in a hex are
Step are not used. produced enough tracked and half-tracked eliminated and/or retreat from the hex. A
VI. BETTER AXIS WINTER vehicles to completely equip their armored player may also voluntarily eliminate any
PREPARATION (A): formations. As a result, the movement of his fortification units at any time.
In this variant, the Axis forces are cost to enter clear and forest hexes is Eliminated fortification units are available
prepared for the harsh Russian winter and reduced to “2” during mud weather for all to be rebuilt elsewhere.
Rule 15.6 is suspended. German armored units. f) Add six completed fortification units to
VII. GERMAN PARATROOPER b) In this variant the Germans have both sides’ available countermix for the
JUMP CAPACITY (A): increased production of trucks enough to start of the 1942 and 1943 scenarios.
In this variant, the German parachute equip all ground units except parachute, g) The German “ST” artillery unit may use
corps is assumed to be able to conduct cavalry, and mountain corps with some its attack factor when attacking in a hex
airborne operations. Apply optional Rule form of motorized transportation. The containing a Soviet fortification unit.
17.3 to this German corps. movement factor of all German infantry XIII. SOVIET FORTIFIED BORDER
VIII. NO LEND-LEASE (A): corps is increased to “8”. (S):
This variant supposes that, for several XI. UPGRADED SOVIET ARMY (S): The Soviets were in the process of
reasons, the Western Allies decided not to This variant is based on the assumption fortifying their newly acquired borders
extend unlimited lend-lease to the Soviet that the purges of the late 1930s, which when the Axis invasion started. This
Union. For this variant, the Lend-Lease decimated Soviet military leadership, variant assumes that the fortification
rules (13.2.1.2.3) are not used and to never took place. Players may depict this process was completed before the
reflect the effect this would have had on possibility by having all Soviet invasion. All of the Soviet fortification
mobility of the Soviet forces (most trucks reinforcements arrive one turn earlier than units may be placed, as desired, in any
and half-tracks used came from the West), normal throughout the game. hexes (normal restrictions – see variant
all Guards armies (this does not include

30
Russian Front – Consolidated Rulebook – Version 12132009

12) located in the military distinct areas. paratrooper corps. Use units not included These are just a few of the myriad
All are complete when the game begins. in the 1943 scenario countermix for these factors that affected the outcome of the
XIV. GREATER SPANISH reinforcements. Also, German war on the RUSSIAN FRONT I hope that
PARTICIPATION (A): replacements are increased by two per turn you have as much fun experimenting with
To pay Hitler back for favors during for Turn 28 on and all German unit these variants as I had researching and
the Spanish Civil War, Franco sent the withdrawals are ignored for the rest of the designing them. And I look forward to
Spanish Blue Division to fight in Russia, game. seeing some of yours.
where it served with Army Group North as XVII. GERMAN STRATEGIC
the 250th Infantry Division. This variant WITHDRAWAL (A): GENERAL Vol. 24. #1.
assumes greater Spanish participation, so More than a few historians have
increase available German replacement suggested that the Battle of Kursk should
COMPLETE RUSSIAN FRONT
factors by one in all 1941 and 1942 turns. never have been fought. The Germans
ERRATA
XV. A GERMAN VICTORY AT squandered their precious armored
KURSK (A): reserves by taking part in this ill-advised By S. Craig Taylor
Many historians wonder what might operation. Historically, several German NOTE: All official errata has been
have happened if the Germans had won generals wanted to retreat to form a incorporated in to this digital version of
the battle of Kursk and eliminated a large shorter, fortified and more easily defended the rulebook. Entries with a deep red font
portion of the Red Army’s reserve forces. line rather than attack at Kursk. The use constitute official errata from this issue of
Could the Axis have won in the East, or of this strategy can be simulated by GENERAL. All entries in this underlined
was the outcome of the war decided at starting the 1943 scenario with the magenta font are unofficial entries by the
Stalingrad? This variant considers the following modifications: author of this digital copy.
effects of such a victory. A German a) The “3” start line is modified to the SOVIET OB CARD
victory at Kursk is simulated by removing west of the Orel salient and now runs from Interior Forces: the 4-4-7 “BS” naval
two (8-6-4) armor armies, four (7-6-5) and hex AA19 to V16 in that area. Four of the unit picture (also the unit counter itself)
five (5-4-4) infantry armies, and four (3-2- hexes encompassed by this new section of should show two ship symbols to show
10) air armies from the Soviet countermix the start line may contain four extra that it is a fleet instead of a flotilla.
for the 1943 scenario. These Soviet losses completed Axis fortification units at the January, 1943 (20): the “19” army
reflect what the Germans hoped to start of the scenario. unit depiction should instead show
accomplish at Kursk. Given Soviet b) The Axis ground units that would the “27” army unit (a 5-5-4).
strength at Kursk, the Germans would usually be deployed east of the Kerch GAME CARD
have had to pay a price. The price paid by Strait may be placed anywhere in the Combat Results Table: The third note
the Germans is simulated by marking all Crimean Peninsula instead – one of these should read “Axis First Winter” instead of
9-8-6, 8-7-6 and 8-6-6 panzer corps in the units must be placed in Kerch (E18). “Axis First Winner”.
German countermix with three hits each in XVIII. OPERATION BARBAROSSA The Sequence of Play with All Options:
addition to the normal hits marked. GERMAN STYLE (A): Both 3.e.1 and 3.e.2 should read
Otherwise begin the 1943 scenario When the Axis forces invaded the “Segment” instead of “Step”.
normally, except start it on Turn 27 (Aug. Soviet Union, they did not suspect the Replacement Chart: The Dec ’42 line of
‘43) and the Kursk “bulge” is eliminated, existence of the huge reserve armies that the “On Board” column should include a
Axis units may be set up in the bulge area allowed the Soviets to hold Moscow, dot next to the “14”.
using the “2” start line across the base of counterattack at Stalingrad and ultimately
the 1943 bulge (from S21 to V22). force the Axis armies back to their own
XVI. NO PRESSURE IN THE WEST homelands. This variant modifies the
(A): 1941 scenario to simulate how the
The purpose of this variant is to Germans anticipated the progress of
explore how the course of the war in the Operation Barbarossa. This is done by
East might have been changed if the eleting all Soviet reinforcements appearing
Germans had inflicted a defeat on the at Moscow except for any one unit of the
Western Allies that precluded a “second Soviet player’s choice on Turns 4, 5 and 6.
front” in Western Europe. For game All other units appear at the indicated
purposes, assume that the Western Allies times and places. This so unbalances the
lost the Atlantic submarine campaign or game that it is suggested that it be played
suffered a crushing defeat while invading only through the Turn 6 (Nov. ‘41)
Europe in 1943. This variant is played Victory Level Phase. If the Axis fails to
only with the 1943 scenario. To the Turn win a decisive victory at that time,
27 (Aug. ‘43) reinforcements add two (7- consider that the Soviets have won a
5-6) armored corps, one (6-5-6) and two decisive victory, instead.
(4-3-6) infantry corps, and one (4-3-4)

31
Russian Front – Consolidated Rulebook – Version 12132009

CITY AND OILFIELD LOCATION REFERENCE


Bialystok EE4 Lwow V3 Smolensk DD17
Brest Litovsk BB4 Maikop A23 Stalingrad K31
Bryansk Z18 Memel MM5 Stalino K21
Bukharest H1 Minsk DD11 Stavropol B26
Constanta F5 Morozovsk K28 Szeben M1
Danzig KK1 Moscow EE25 Taganrog I22
Dnepropetrovsk M18 Narva RR15 Tallinn SS12
Dvinsk II12 Novgorod NN17 Tambov V28
Gomel Y14 Novorassiysk B20 Tarnopol T5
Gorky EE32 Odessa J10 Tikhoretsk D24
Grodno EE6 Orel X21 Tikhvin PP22
Hango UU11 Petrozavodsk UU24 Tula AA24
Helsinki UU13 Plesetsk WW31 Turku WW10
Kalinin HH23 Ploesti I2 Vilna GG9
Kaunas I17 Poltava Q18 Vinnitsa R8
Kerch E18 Pskov MM15 Vitebsk FF15
Kharkov Q20 Riga NN9 Volkhov RR21
Kiev U12 Rostov H23 Vologda NN29
Konigsburg JJ3 Ryazan AA27 Vorenezh T24
Kursk U21 Rzhev GG21 Vyborg TT17
Leningrad RR18 Schlusselburg RR19 Warsaw DD1
Lublin AA2 Sevastapol D13 Yaroslav II28

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