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6 Bolshevik Congressmen Infantry units 6 Rebel Chits KRON STADT 19 21 6 Bolshevik Chits 1 Turn 1 Rebellion Level marker 1 Leningrad Support marker 10 Hesitant markers 15 Hit markers DL 15 Open Sea markers It is part of the DICELESS series, play No dice are needed !! without dice, by LUMACA Games!!! 1.1 Initial set up. 1. Introduction and initial set up. The counter Turn goes on 0500 of 17 March 2. The Playing Pieces 1921. 3. Sequence of Play The Counter Rebellion Level goes on case 4. Bolshevik Hesitant movement, with value 6. Rebellion level, Leningrad Support The Counter Leningrad Support goes on case and Chits. with value 6. 5. Movement, Stacking and Terrain The Bolshevik player follows the Bolshevik Effect Chart deployment, then the Kronstadt Rebel player 6. Combat deploys its units. 7. Victory Conditions

Bolshevik Deployment (in Mainland hexes or 1. Introduction and initial set up. Coastal Cities hexes only) This wargame tells a valorous page of the Five Infantry units near : the revolt of the sailors . and workers of the fleet base of Kronstadt One Congressmen Infantry unit near Lissi against the rude attitude and program of the Nos. Bolshevik Soviet. Even if the rebellion was Two Red Army Infantry units in Leningrad. put by an end by violence, Lenin adapted Two Congressmen Infantry units in some of the requests with the NEP at the X Leningrad. Congress. Six Red Army Infantry units near Orianienbaum and Peterhof. Each turn represents two hours. Three Congressmen Infantry units near The map represents the Gulf into Orianienbaum and Peterhof. 1921. The game scale is based upon Bolshevik Kronstadt Rebel Deployment: units, which can be Infantry battalions from The Revolutionary Council in the city of the Red Army or Congressmen of the X Kronstadt. Communist Congress and Kronstadt rebels Three Infantry units in the city of Kronstadt units, which are Infantry Sailors units of One Artillery unit in any Fortress hex. various size, the Revolutionary Council, One Fleet Warship in the Warship hex. Artillery Batteries and Fleet Warships 2. The Playing Pieces Game components: There are Three type of playing pieces: Each game includes: Combat units, Chits and other specific A rule and historical background manual; markers. A 59x41 cm map 90 5/8” counters divided into: 2.1 Combat Units 1 Kronstadt Revolutionary Council The Combat units are colour coded to 3 Kronstadt Rebel infantry units represent Bolshevik units, which can be 11 Kronstadt Rebel artillery units Infantry battalions (Regular Army or 1 Kronstadt Rebel Fleet Warships unit Congressmen, which never get Hesitant see 13 Bolshevik Red Army Infantry units 2.41) and Kronstadt rebels units, which are - Power to Soviets!: raise 1 level on the Sailors units of various size, the Rebellion Level Track; Revolutionary Council, Artillery Batteries and - Desperate defence: an unit adds 1 Combat Fleet Warships Value if attacked; The numbers and symbols printed on the units - Propaganda!: when played, a number of indicate their Combat Value and their Unit Bolshevik units, defined by the Leningrad Identification. Support Track and the consequent number of The Combat Value is 2 for every Infantry markers available to the Kronstadt Rebel Bolshevik unit. player, stop and start to discuss the Kronstadt The Combat value for every Kronstadt Rebel Resolutions and therefore cannot be used till unit is always 1, except when the Rebellion the next Bolshevik Commissar Chit, getting Level Track level reaches 10 or above (see Hesitant (remember that Congressmen 4.21). Infantry units never get Hesitant!). The Movement Allowance is 4 for Bolshevik This Chit can be played during the Bolshevik Infantry Units and Kronstadt Rebel Units, as Movement and the effects take effect well as the Revolutionary Council and 0 for immediately; just put the Hesitant marker(s) Kronstadt Rebel Artillery and Fleet Warship on the affected unit(s) and retire it at the next units. Bolshevik Commissar Chit; The Revolutionary Council represents the - To Leningrad!: raise 1 level on the leading rebel people in Kronstadt. If it is Leningrad Support Track; eliminated the Rebellion Level gets a -4 - Artillery Fire!: one of the Artillery units (or decrease. This unit can stay and fight or try to Warships) fires and hit within the range of 4 flee to Finland. If it manages to flee to hexes. If hits a Bolshevik unit, it gets an Hit Finland, the Bolshevik player has different marker and it becomes Hesitant (getting the Victory Conditions (see 7). If the appropriate marker, cannot move, fire or Revolutionary Council manages to flee to combat till next Bolshevik Commissar Chit; Finland, the Kronstadt Rebel player will remember that Congressmen Infantry units receive the same number of Chits as per never get Hesitant!); if hits a Glace Sea hex, Rebellion Level Track, but all of them will be put one Hit marker on it as well. Two hits randomly picked! (see 4). markers on a Glace Sea hex turn it into an Open Sea hex, which is impassable and all the 2.11 ZOC: units there disappear into the sea, being The Infantry Combat units have a ZOC eliminated. around the occupied hex; for the Kronstadt - another Artillery Fire!; Rebel units the ZOC is composed by the 6 hexes around it; as well as for the Bolshevik. Bolshevik: Entering into an enemy ZOC costs 0 MP, - March: an unit can move one extra hex, getting out from an enemy ZOC costs 1 MP, except if it is impassable; moving through a ZOC costs 1 MP. - Coordinated attack: more units can attack contemporarily an enemy unit, by adding their 2.2 Chits: Combat Value; The Chits represent the orders and special - Assault: add 1 Combat Value to the value of tactical tasks which can be issued to the an attacking Bolshevik unit; combat units. - Commissar: eliminate all the Hesitant There are 6 different chits for the Kronstadt marker(s) from any Bolshevik unit(s), which Rebel and the Bolshevik player. They can be return(s) immediately ready to move and played in any moment of the turn, also during combat. the opponent one, if applicable. - Lenin is working for us!: lower 1 level on the Leningrad Support Track; Kronstadt Rebel chits: - Kronstadt Communists: lower 1 level the Rebellion Level Track; Chits may be used once by both the player at Each turn is divided into a Kronstadt Rebel any moment of each turn, if applicable. phase and an Bolshevik phase. At the end of each turn, each player return all At the beginning of each turn each player Chits, used or not used, to be available again; draws the indicated amount of Chits as per see the Rebellion Level rule (4) to see how Chit rules (4.3 for Bolshevik and 4.31 for many Chits can be used by the players each Kronstadt Rebels) and the Kronstadt Rebel turn. player takes the indicated amount of Hesitant markers as per Leningrad Support track 2.3 Specific markers: (4.22). 2.31 Hesitant: Then: Each time a Bolshevik unit is hit and not Kronstadt Rebel phase: eliminated, it get an Hesitant marker; as well - Movement Bolshevik units can get Hesitant if the - Combat Propaganda Chit is played by the Kronstadt Bolshevik phase Rebel player (2.2) - Hesitant units movement Units holding Hesitant markers cannot move - Movement or combat; they move as per Hesitant units - Combat movement (4.1) only. Hesitant markers can be retired by the Bolshevik player by playing the 4. Bolshevik Hesitant units movement, Commissar Chit. The unit is again willing to Rebellion level, Leningrad Support combat for the Soviets! and Chits. Remember that Congressmen Infantry units 4.1 Bolshevik Hesitant units never get Hesitant! At the beginning of each Bolshevik phase, the Bolshevik player must move one hex towards 2.32 Hit marker the nearest Coastal City all the units holding This marker is put on the hex which has been the Hesitant Chit. If such a Bolshevik unit targeted by Artillery or Fleet Warship. cannot move, it is eliminated and retired from If the hex targeted holds a Bolshevik unit, it is play. If the Bolshevik player should play the attached to the unit too, which loses 1 Combat Commissar Chit after such movement, the Value and become Hesitant (getting the former Hesitant unit will be able to move appropriate marker, cannot move or combat again at full Movement Allowance. till next Bolshevik Commissar Chit); remember that Congressmen Infantry units 4.2 Rebellion Level and Leningrad Support never get Hesitant! Track If the hex is a Glace Sea hex, put one Hit The Rebellion level indicates the commitment marker on it as well; its cost in Movement of the Kronstadt Rebel people in the uprising Points raises to 3 PM. and rules the number of chits available for the Two Hit markers on a Glace Sea hex turn it Kronstadt Rebel player. The level is measured into an Open Sea hex, which is impassable on the Rebellion Level Track printed on the and all the units there disappear into the sea, map. being eliminated. The Leningrad Support Track, printed on the map as well, indicates the support of the 2.33 Open Sea marker Leningrad’s people to the It represent Glace Sea hexes hit twice by and the possibility that the Bolshevik Infantry Kronstadt Rebel Artillery or Warships where units could decide not to attack Kronstadt the glace has been destroyed! This is itself. impassable terrain. 4.21 Rebellion Level Track 3. Sequence of Play The Kronstadt Rebel player will get as many The game length is 10 turns. Chits as indicated on the Rebellion Level Track. The counter on the track increases the value Of course Artillery and Warships cannot each time a Bolshevik unit is eliminated (+2) move! or a Coastal City is occupied by a Kronstadt Rebel unit (+3). As well, it decreases the value each time a Kronstadt Rebel unit is eliminated (-1) or a 5.2 Stacking Bolshevik unit occupies a Kronstadt hex (-2) The stacking limit is one combat unit per hex. or if the Kronstadt Revolutionary Council is The stacking limit cannot be exceeded at the eliminated (-4). If the level reaches 8 or above end of any friendly movement phase. (in red on the Track), each Kronstadt Rebel Specific markers do not affect stacking. Infantry unit gets a +1 Combat Value as long Moving units can freely enter and pass as the level is at such value. through friendly units, but cannot stop in hexes occupied by friendly units. 4.22 Leningrad Support Track In case of advance after a Combat while The Kronstadt Rebel player will get as many playing the Chit Coordinated Attack, which Hesitant markers as indicated on the permits more units to enter in one hex Leningrad Support Track. occupied by an enemy units, only one unit can The counter on the track increases the value occupy that hex in case of victory, the other each time a Bolshevik unit is eliminated (+1). must return back one hex on the path made to As well, it decreases the value each time a reach the Combat hex. Kronstadt Rebel unit is eliminated (-2). 5.3 Terrain Effect Chart (TEC): 4.3 Bolshevik Chits Mainland : costs 1 MP The Bolshevik player will receive three Chits Fortress : costs 1 MP (one chosen by the player and the other two Warships : costs 2 MP; gives a +1 Combat by random, just put the Chits in a cup). Value to occupying units. Glaced Sea : costs 2 MP. 4.31 Kronstadt Rebel Chits Hit glaced sea : costs 3 PM. Depending on the Rebellion Level Track, the Open Sea : impassable Kronstadt Rebel player verify the column Kronstadt : costs 1 MP; gives a +1 Combat Level for Chits and then will receive the Value to occupying units. number of Chit indicated: at level one, two Coastal Cities : costs 1 MP; gives a +1 Chit (one chosen the other randomly), at level Combat Value to occupying units. two the player will receive three Chits (one Finland : impassable, except for the Kronstadt chosen the others randomly) and at level three Revolutionary Council, costs 1 PM. the player will receive three Chits (two chosen and one randomly). 6. Combat If the Revolutionary Council has fled to If a moving unit enters an hex occupied by an Finland, the Kronstadt Rebel player will enemy unit, that causes a Combat. receive the same number of Chits as per Combats are resolved all together after all the Rebellion Level Track, but all of them will be Movement. randomly picked! Each side determines the Cumulative Combat Value (CCV), which is composed by 5. Movement, Stacking and Terrain - the involved unit's Combat Value plus Effect Chart (TEC) - the Terrain DRMs plus 5.1 Movement - the eventual applicable Chit, which is Bolshevik units can move all over the map, then used and returned back. Each side except for impassable terrain. can play applicable Chits! Kronstadt Rebel units can move all over the map, except for impassable terrain. Compare the CCV of the opposing force; the higher CCV wins and can advance with one unit, if the TEC permits it, into the hex hexes. If the Kronstadt Revolutionary Council occupied by the defeated unit, which is hasn’t fled to Finland or as long it hasn’t been eliminated. eliminated, the Bolshevik player must occupy In case of draw, attacking unit(s) must return all the Kronstadt hexes and eliminate at least back one hex on the path made to reach the 8 Artillery units before the end of the last Combat hex. If it is no more possible, turn. attacking unit(s) are eliminated! The Kronstadt Rebel player must avoid it! Bolshevik eliminated units are retired from the play, like the Kronstadt Rebel ones. 8. Credits & Bibliography Author: Marco 7. Victory conditions Designer: Marco If the Kronstadt Revolutionary Council has Playtesters: Lucrezia , Cristina. fled to Finland or has been eliminated, the Sources: Bolshevik player must occupy three Kronstadt J.J. Marie, Kronstadt 1921 , UTET, 2007

Rebellion Level Track and Leningrad Support Track Value of the Level for Propaganda Tracks Chits markers 15 3 4 14 3 4 13 3 3 12 3 3 11 3 3 10 2 3 9 2 2 8 2 2 7 2 2 6 2 2 5 2 2 4 2 1 3 2 1 2 1 1 1 1 1 0 1 0

Level for Chits (Kronstadt Rebel Chits): At level one, two Chit (one chosen, the other randomly), at level two, three Chits (one chosen, the others randomly) at level three, three Chits (two chosen and one randomly). Rebellion Level Track : a Bolshevik unit is eliminated (+2) or a Coastal City is occupied by a Kronstadt Rebel unit (+3). a Kronstadt Rebel unit is eliminated (-1) or a Bolshevik unit occupies a Kronstadt hex (-2) or if the Kronstadt Revolutionary Council is eliminated (-4). RED : each Kronstadt Rebel Infantry unit gets a +1 Combat Value Leningrad Support Track: each time a Bolshevik unit is eliminated (+1). each time a Kronstadt Rebel unit is eliminated (-2).