Saving Throw = Roll a D6, the hit was really a miss on 1,2,3, hit takes effect on 4,5,6
Complete cover Units may not be seen nor fired at when in Complete cover
Cover Units in Cover may be fired at, but at reduced effect.
Supression Units which lost a stand due to fire in phase 1 of that turn are suppressed and may not fire in phase 4 unless they pass a morale test. Suppression ends when the turn does.
Game Master also known as the Umpire. The person who sets up the game, determines the victory conditions, and confuses the players with his rules interpretations during the game. His word is ironclad!
DETERMINING LEADERSHIP: There should be a leader figure for each player. There may be more leaders than there are players. Each unit on the table is assigned to a leader. In phase 1 of each turn, roll A D10 for each unit under a leader's command. If a unit receives a leadership point it may move or fire. Units whose leaders have been killed or whose leader has defected to the enemy roll on the "Over 36" line as below. Units which are being "led heroically" by their officer need not test for command. Other units unider the command of an officer who is "leading heroically" must roll on the "Over 36" line.
Distance from leader | Chance of move/fire |
12" or less | Will move or fire |
24" to 12" | 1-9 |
36" to 24" | 1-8 |
Over 36" or no leader | 1-6 |
Leaders may only influence their own troops except for the commander in chief who may influence any of his units. Example: The 1st Siberian Rifles are under the command of General Pavlov who unfortunately is over 36" away on the other end of the battlefield. Although Colonel Strelski, a brave officer, is within 12", he is not their leader so they must check for leadership on the "Over 36" line of the table above.
NOTES ON LEADERSHIP
Infantry moving in open 2 D6, half in rough |
Cavalry in open 4 D6, half in rough +2 D6 if charging |
Tchanka same as cavalry, cannot charge |
Officers, mounted or on foot 6 D6 (they have some form of transport!) |
Tanks 2 D6 in open or rough |
Armored car on road 5 D6, off road 2 D6, cannot go into rough |
Guns; limbered 3 D6, ˝ move in rough, unlimbered 2” (pushed by hand) |
Trains; 5 D6 if they fire or not |
Ships 4 D6 or 3 D6 if towing barges. |
Supply wagons or Droshkies 2D6, half in rough |
Units on road or trail in column add one D6 |
Road/trail negates rough terrain penalty if unit in column |
Tanks get no road bonus, nor do armored cars |
Some gamers do not like the idea of variable movement that is as random as above. Below is a movement table with a standard distance to which is added a D6 for some variability. Players should decide before the game as to which movement system will be used.
Infantry or Machine guns in open 4"+D6, half in rough |
Cavalry in open 11"+D6, half in rough +2 additional D6 if charging |
Tchanka moves as cavalry, cannot charge. |
Officers, mounted or on foot 18"+D6 (they have some form of transport!) |
Tanks 4"+D6 in open or rough |
Armored car on road 15"+D6, off road 4"+D6, cannot go into rough |
Guns; limbered 7"+D6, ˝ move in rough, unlimbered 2” (pushed by hand) |
Trains; 15"+D6 if they fire or not |
Ships 11"+D6 or 8"+D6 if towing barges. |
Supply wagons or Droshkies 4"+D6, half in rough |
Units on road or trail in column add one D6 |
Tanks get no road bonus, nor do armored cars |
No units except ship or ships can move through a Bombardment without testing morale. Any morale failure and the unit must stop at edge of bombardment area. If morale test passed, unit’s move is cut in half. Tanks & armored trains must test morale and fall back if they fail. Ships are not affected by bombardment.
5 & 6 hits against targets in open |
˝ hits against targets in cover |
Saving throw for artillerists and Machine gunners |
Light Machine guns roll 2 D6 per gunner |
Heavy Machine guns roll 3 D6 per gunner |
MG on tank/arm. car/train roll 3 D6 per MG |
Modifiers to die rolls
+ 1 Point blank range |
+1 Interventionist (British/Canadian/U.S./French/Serbian/Czech) |
+1 officer figure attached to unit, leading heroically |
+1 Commissar (see special rule below) with red unit |
+1 Religious leader (see special rule below) with white unit |
-1 long range |
Ranges
NOTES ON FIRING:
Units at the edge of such cover, but able to fire out and be seen, are referred to as being in cover. Note the difference between cover and complete cover. Being in defilade behind hills or woods usually gives complete cover.
Due to the irregularities of the ground, there will be folds and depressions, that may provide cover but are too subtle to be represented with the usual miniature hills. To attempt to recreate this, any unit that moves only 1/2 or less of the movement to which it is entiled by the dice may claim to be in cover. Place a "Cover Marker" or otherwise designate the unit as being in cover.
Note that units that claim cover by virtue of taking only 1/2 move, may only do so against units which they could see or had knowledge of during their move.
Note that units that claim cover by virtue of taking only 1/2 move, may NOT do so against units which are firing on them from Point Blank range.
Normally elite units might be Officer units, cadet units, Cossacks, Czech legion, foreign intervention units, for the Whites, and Fanatical Bolsheviks, Sailors, and possibly Red guards for the Reds.
The game-master will decide which units are elite, at the start of the game.
Any time that the unit to which the commissar is attached takes a casualty, roll a D10. There is a small chance he was hit. If so he is removed from the game.
The game-master will decide which units have commissars, at the start of the game.
The game-master will decide which units have religeous leaders attached, at the start of the game.
-1 each stand lost |
-1 infantry attacked by cavalry (and not in trenches, breastworks, or buildings) |
-2 attacked in flank/rear |
-2 attacked by tank |
-2 attacking through barbed wire (if tank makes hole in wire , attackers may storm through the gap so that a tank nullifies the wire) |
-2 to defender for each additional unit on attacking side |
+1 Machine gun attached to defending unit |
+1 in trenches or buildings or behind breastworks |
+1 elite unit with banner. |
+1 heroically led |
+1 Commissar (see special rule) with red unit |
+1 Religious leader (see special rule) with white unit |
+2 Armored train defending |
NOTE: Units that are "falling back" and are attacked in melee are always considered to be "Attacked in flank/rear."
Highest roll wins. Attacker loses ties unless attacking on flank/rear then wins ties.
Loser takes 1 casualty for every number he is beaten by and falls back to starting position if attacker or one move to rear if defender.(tank takes no loss).
If the defender is in trenches or other defenses, the attacker must win by 3 or more to
force enemy out of defenses. If he does not, he falls back to starting position. In this case, any casualties called for must be on the attacker, even if his die roll exceeded the defender's roll (but not by 3 or more).
Cavalry, Armored cars, and Armored trains may withdraw before melee by making a normal move away.
Infantry units attacked by tanks may attempt to destroy them with petrol bombs if the infantry win the melee. Must pass morale, then each infantry stand has an unlikely chance of a hit with petrol bomb. See below under TANK if infantry hits a tank with a petrol bomb.
EXAMPLE #1 A Red infantry battalion with attached commissar attacks a White battalion defending behind barbed wire, in trenches, with a section of heavy machine guns attached.
Red fire in Phase 2 kills 2 of the white figures. White defensive fire in phase 3 kills 3 of the reds.
Red attacking fire in phase 4 kills one more white. Both sides have lost 3 men but no complete stands.
Modifiers are:
WHITE: 0 (no stands lost), +1 machine gun section attached, +1 entrenched, Net = +2 to D6
RED: 0 (no stands lost), -2 attacking through barbed wire, +1 commissar attached. Net = -1 to D6.
The die rolls were (WHITE) 4 and (RED) 6. Net rolls including modifiers are (W) 6 (R) 5.
The whites win the melee since their modified die roll was one more than the Reds. (6 to 5)
The Reds take one casualty and fall back to their starting position.
EXAMPLE #2 Two White infantry battalions (one with a banner and one led by a heroic officer) attack a Red battalion in cover (but not trenches) supported by a machine gun. The whites have the fire of 3 guns firing in phase 2 while the reds have the fire of two more battalions of infantry (at long range) in phase 3.
NOTE: If the reds had been in trenches or buildings the whites would have had to fall back because they did not win by 3, and the casualty would be on the white forces even though their modified die roll was higher.
The white artillery kills 3 reds and attacking fire from the infantry kill 1 more, so a stand is lost. A morale test reveals that the Reds are not supressed.
The defensive fire of the red unit under attack kills 4 men, and defensive fire from other two red units each kill one more white so 6 men are lost to the attackers but not a complete stand. (It would probably be worth being very careful here as to which of the attacking units take which casualties.
Modifiers are:
WHITE -1 for casualties (1 stand lost), +1 for banner, +1 for heroic leader (tested for leader casualty but none occurred). Net = +1 to die.
RED -2 attacked by more than one unit, +1 for machine gun attached. Net = -1 to die.
The die rolls were (WHITE) 5 and (RED) 5. Net rolls after modifiers are (W) 6, (R) 5. The whites win the melee since their modified die roll was one more than the Reds (6 to 5). The Reds are not in trenches or buildings, so they take one casualty and fall back.
Die Modifiers
Attached machine guns or tchankas are not counted for morale purposes, but they act according to morale of the unit to which they are attached.
Units, that fail morale, move one move to rear and mark as falling back. A unit that is already marked "falling back"
and fails morale again merely moves to the rear one move and remains marked falling back.
A unit that tests morale because it is falling back and passes the morale test, is no longer
considered falling back.
Supression Units which lost a stand due to fire in phase 1 of that turn are suppressed and may not fire in phase 4 unless they pass an immediate morale test.
Petrol Bombs vs. Tank Infantry unit must pass morale, then each infantry stand within 1" of the tank has an unlikely chance of a hit with petrol bomb.
Morale is also tested in other phases as called for by the rules and with specific results which may differ from above.
Cavalry may withdraw before melee.
Dismounted cavalry stands have three men on each base. A 4-stand cavalry unit when dismounted would have three stands each with three figures on foot, and one stand with three mounted figures to represent the horse holders and the unit's horse. Dismounted stands are treated as infantry in all respects for fire or movement. In close combat, the horse holder stand is allowed to fight so that the unit is not penalized for "missing a stand".
A stand with an artillery piece and a certain number of gunners (see artillery chart below) represents a section of 2 guns in these low-level battles.A battery is 3 of these gun sections and a 2-man command stand.
Guns may fire directly, indirectly, or may Bombard an area. Guns firing in phase 1
(preparatory fire) may fire any type of fire. Guns firing in phase 3 (defensive fire)
may fire only directly (except for interventionist guns, which may fire directly or indirectly
in phase 3 as well as in phase 1)
Procedure: Place a square impact area for each gun section. See chart below for size of impact area. The impact areas for each battery should abut each other or they may be superimposed on each other. Roll a D10 per "shell" fired.
Size of gun | Direct fire | indirect fire | Burst Area | ||
Light: 57mm or so | Pt. Blank to 8" | Close to 16" | Long to 24" | No indirect | 2" square |
Roll D10 per shell fired. 1-8 miss, 9-10 hit. Target stands lose 1 figure per hit. | |||||
+1 Firing at Point blank range, -1 Firing at long range. | |||||
Light guns have 2 crew | ROF: 2 shells per man per turn | ||||
Field: 76mm or so | Pt. Blank to 12" | Close to 24" | Long to 48" | Unlimited | 2" square |
Roll on D10 per shell fired. 1-7 miss, 8-10 hit. Target stands lose 1 figure per hit. | |||||
+1 Firing at Point blank range, -1 Firing at long range. | |||||
Field guns have 4 crew | ROF: 1 shell per man per turn | ||||
Medium: 100mm or so | Pt Blank to 12" | Close to 28" | Long to 54" | Unlimited | 2.5" square |
Roll on D10 per shell fired. 1-7 miss, 8-10 hit. Target stands lose 2 figures per hit. | |||||
+1 Firing at Point blank range, -1 Firing at long range. | |||||
Medium guns have 4 crew | ROF: 1 shell per 2 men per turn | ||||
Heavy: 150mm or so | Pt Blank to 12" | Close to 30" | Long to 60" | Unlimited | 3" square |
Hits on D10 per shell fired. 1-6 miss, 7-10 hit. Target stands lose 2 figures per hit. | |||||
+1 Firing at Point blank range, -1 Firing at long range. | |||||
Heavy guns have 5 crew | ROF: 1 shell per gun stand every turn |
Example: A white battery of 76mm guns fires at a Red battalion in cover. The battery can see the target so it is direct fire, and the distance is 32" so it is long range. The firing battery has 3 gun stands so 3 impact areas each 2" square - making a rectangle 2" x 6" - are laid over the target unit. All four stands of the target unit fall under some part of this rectangle. Now twelve D10 dice are rolled (One "shell" fired per each of the four gunners per section) with -1 (because it is long range) subtracted from each die.
The die results - after the "-1" modifier are 9,8,8,6,6,5,5,4,2,2,1,1. That category of gun "Medium" inflicts hits on a D10 roll of 8-10 so three hits are scored. Each "hit" removes 1 man so if the target was in the open, three men would be ringed as dead. BUT the target unit was in cover.
So one man is ringed as dead and a saving throw is taken (Roll a D6 - on 1-3 the hit did not occur - on 4-6 the hit did occur). The D6 saving throw result is 4 so a second poor Red infantryman is ringed as dead.
Artillerists work in open order and have some protection from the gun shield, and so are a poor target! There is a saving throw for each casualty taken by artillerists as well as for each casualty due to small arms.
SAVING THROW = Saved on D6 roll of 1,2,3, Killed on D6 roll of 4,5,6.
Artillery fire is -1 vs tanks (moving targets are harder to hit) except at point blank range.
Indirect fire was not practiced too much in Russia. The game master must allow it before the start of the game. An officer must have a line of communications back to the firing battery. One officer may only "Spot" for one battery
INDIRECT FIRE | |
Distance from leader to battery | Able to fire? Roll D6 |
12" or less | Fire on 3-6 |
24" or less | Fire on 4-6 |
Above 24" | Fire on 5-6 |
Interventionist Guns | +1 to above die roll |
BOMBARDMENT is an area that artillery is firing into, in an attempt to keep enemy units from moving through or into the area.
Place a square impact area for each gun section. See above charge for size for gun sections. The impact area for sections of the same battery should abut.
If a unit attempts to enter or move throuh, an area that is being bombarded, it may not move any farther that turn without passing a morale test. If it does not pass morale it is Pinned. Even if it passes morale, it may move only ˝ normal move. If the testing unit rolls a "6" on morale, it takes one casualty due to the bombardment. Pinned units may not fire or move further in the turn. Note that trains tanks and armored cars must test to enter bombardment areas, but if they fail morale, they may fall back instead of being pinned.
Larger guns are more effective at bombardment. Light guns may not bombard.
Gun Size | Die roll Modifier |
Light guns | May not Bombard |
Field guns | No modifier |
Medium guns | +1 to morale roll |
Heavy guns | +2 to morale roll |
Light machine guns represent light aircooled machine guns such as the Colt, Lewis, or Chamond. They are represented by one figure with the LMG. They may only be attached to infantry units. They fire with 2 D6 effect. Only one light machine gun may be attached to an infantry unit. They may fire with full effect in the attacking fire phase. Machine guns attached to infantry or cavalry units (tchanka) may be hit if the unit takes hits due to fire. Roll a D10 and if the result is 0, the MG stand takes 1 hit.
1,2,3 = Shell defeated by the armor, no effect. |
4 = close miss, and tank commander grows alarmed, test morale |
5 = count as hit against tank, no further damage but reduces morale. |
6 = Critical hit, roll D6 again |
1,2. = Engine/track hit cannot move till repaired but can shoot. Test morale each turn Failure = no repairs. Pass, roll D10, repair on 5+ |
3,4 = Immobilized for remainder of game. Test morale if hit again by artillery or attacked in melee by infantry. Pass = may fire normally, Fail = surrender or abandon tank. |
5,6 = On fire, abandoned, it burns conspicuously for remainder of day. |
1,2,3 = count as a “hit” against the tank |
4 = driver blinded/overcome by fumes, tank does not move next turn. |
5,6 = Tank ablaze, burns for remainder of game. |
Officers are moved in phase 1 right after leadership is determined for each unit. An officer may move to join a unit and lead it heroically if the unit was determined to have no leadership in phase 1. Officers move at the rate of 6 D6 per turn.
Other units who's officer is leading heroically at the start of the turn check for leadership on the "Over 36" line of the table. This represents the fact that the leader is obsessed with the small unit action and is neglecting the "big picture". The unit being led heroically need not test for leadership.
If the unit which the officer is leading heroically takes casualties, there is a small chance that the officer will be hit; If hit, roll another D10 to determine his fate:
1,2 = Merely a scratch, out of action this turn. Returns to same unit start next turn |
3-6 = Serious wound carried to rear, out for rest of game |
7-10 = Died for the Czar/Martyred for the revolution. DEAD! |
Officers may lead heroically if a commissar or religious leader is with the unit, however if the unit takes a casualty, every special figure attached to the unit (officer, priest, commissar) all must test to see if they were hit. If leading heroically a unit with a banner both the officer's +1 and the Banner's +1 may apply.
Test by rolling a D6.
Losses are: |
30% = Chance of breaking is 1-3 on D10 |
40% = Chance of breaking is 1-4 on D10 |
50% = Chance of breaking is 1-5 on D10 |
Modifiers: An armored train lost counts as 3 other units lost.
If the supply line to the rear is cut, this counts as 3 units lost.
An enemy armored train captured or forced to retreat from the table reduces your losses by 2 units
If the enemy’s supply line to the rear is cut this reduces your losses by 2 units.
CONSEQUENCES OF MAJOR MORALE FAILURE:
1 | The Man is a Fanatic - No need for army to test major morale till losses reach 50%. |
2,3,4 | Committed Bolshevik or Loyal Czarist - May re-roll major morale immediately twicee per game if major morale roll goes badly. |
5,6,7,8 | Normal, nothing special about this guy |
9 | An Efficient officer - A "military specialist" if Bolshevik or "Higher military college graduate" if Czarist. May add 6" to the leadership distances on the leadership table above. |
10 | A Coward Never leads heroically. |
These die results listed are for subordinate commanders
1 | He is a Fanatic - MUST lead heroically each turn |
2,3,4 | Committed Bolshevik or Loyal Czarist - Adds +2 instead of +1 if leading heroically. |
5,6,7,8 | Normal, nothing special about this guy |
9 | Efficient officer - A "military specialist" if Bolshevik or "Higher military college graduate" if Czarist. May add 6" to the leadership distances on the leadership table above. |
10 | A Coward Never leads heroically. |
CONSEQUENCES OF OFFICER'S FAILURE: A test of character: If the officer is involved in a melee
that is lost, OR if he tries to halt by leading heroically a unit that falls back off the table,
OR if the army fails its major morale roll: roll a D6. If the result is 6 (5 or 6 if coward), his character fails. To determine what this failure of character means, roll yet another D6:
Cavalry units are 4 stands of three men each, 12 total. These cam be thought of as a Squadron or a regiment. As above, often the terms were synonomous.
Most machine guns in this game are heavy water-cooled guns and are two men per gun. This represents a grouping of 2-4 guns. They may be attached to infantry units. They may form separate companies in units of 3 mg stands plus a two-man command stand, if the game master allows. If attached as an individual stand to infantry unit, the machine gun stand is not counted for morale purposes as part of the unit.
A tchanka is a machine gun w/2-man crew on wagon or cart. Always attached to a cavalry unit. Not counted for morale purposes as part of the unit.
Guns: Tactical Scale: 1 gun and 4 gunners represent a 2-gun section. A battery is 3 stands plus a 2-man command stand.
A section of light guns may be attached to an infantry unit. It moves with the unit but does not count for morale purposes.
Tanks and armored cars are individual units as are trains. The tanks represent a single vehicle, while the armored cars represent 1 or 2 cars. Trains represent one train.
NOTES by the original author
"These rules are not all inclusive and are certainly not 100% accurate. You can, however, start with very few figures. Units will get whittled away and you will find that the harder they are used, the harder it will be to get them to do what you want. The RCW was a bloody episode and these rules reflect that. You can always allow casualty recovery, say 2/3 figures for the winner and 1/3 for the loser. You can use Chekists or Commissars to stiffen the morale of dodgy troops (or even generals), but more of that anon; I have an armored train to catch...
"
From : Issue No.11 The Gauntlet
NOTE by Jay Stribling
When I first saw these rules, I was attracted by their simplicity. Since I have “improved them”
they no longer are simple!
Return to Russian Civil War Page
Return to Jackson Gamers' Rules
Return to Jackson Gamers' homepage
Angelfire - Free Home Pages
Free Web Building Help
Angelfire HTML Library
htmlGEAR - free polls, guestbooks, and more!
Thank you for visiting the Jackson Gamers'page at Angelfire. Please come back and visit again!