The Russian Civil War
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Reds! RULEBOOK © 200 Rodger MacGowan TheREDS! Russian Civil War, 98-92 Table of Contents . Introduction ................................................ 2 3. City, Sea and Resource Control ................. 13 2. Components ................................................ 2 4. Reinforcements and Replacements ............ 14 3. Game Set-up ............................................... 3 5 Poland ......................................................... 14 4. How to Win ................................................ 4 6. The Makhno Partisans ................................ 15 5. Sequence of Play ........................................ 4 7. Nationalist Garrisons .................................. 15 6. Initiative and Random Events .................... 5 8. Allied Withdrawal ....................................... 16 7. Activation and the Action Phase ................ 5 9. Winter ......................................................... 16 8. Zones of Control ........................................ 6 20. Special Units and Markers .......................... 16 9. Stacking ...................................................... 7 Strategy Notes ................................................... 19 0. Movement .................................................. 8 Design Notes ..................................................... 20 11. Combat ....................................................... 10 Historical Overview .......................................... 2 2 Supply and Rally ........................................ 12 Expanded Sequence of Play .............................. 24 © 200 & 202 GMT Games, LLC 2 Reds! SAMPLE RIVER FLOTILLA 1. Introduction Front Back REDS! is a two-player game covering the Russian Civil War Unit ID during its crucial period from August 98 to April 92, as well as the related war between Russia and Poland. Manpower Unlimited Value Movement SCALE: About 65 miles per hex, -2 months per Operational Allowance Turn. Eliminated if Disordered SAMPLE GARRISON 2. Components 2.1 Inventory Defense REDS! includes the following: Modifier • One game map • 1 full and half countersheet SAMPLE LEADER • Two player aid cards Name • Two 6-sided dice (one red, one white) Hexes with • This rulebook. Increased Stacking (9.7) 2.2 The Game Map The map represents the militarily significant terrain fought over SAMPLE ALLIED INTERVENTION FORCE (AIF) UNIT by the various factions during the Russian Civil War and the war Red box with Poland. The game map includes charts and tracks whose indicates unit use is explained in the appropriate rules sections below. may only attack on Cities. All cities on coastal hexes are ports. As per the Terrain White event Key, some cities are “resource cities” (3.5), some are “Red cit- #6 ies” (3.), and some are both. The “Red Terror” Random Event 2.4 Unit Types can convert cities into Red cities for all purposes. Infantry Tank 2.3 How to Read the Counters Cavalry River Flotilla Partisan Naval Flotilla SAMPLE COMBAT UNIT Garrison Armored Train Front (Ordered) Aircraft Unit Size Non-replaceable dot 2.5 Unit Sizes Manpower Value Set up hex or Strategic XXXX = Army Unit Type Turn of Entry XXX = Corps Unit ID XX = Division X = Brigade Attack Defense Movement G = Garrison Modifier Modifier Allowance HISTORICAL NOTE: These terms applied only loosely during SAMPLE COSSACK UNIT this war. Front (Ordered) Back (Disordered) 2.6 Unit Colors Movement Allowance in a All Red (Bolshevik) units are white on red. Each neutral Na- yellow box indicates move- tionalist Garrison has a color scheme unique to it. White (anti- ment restricted Bolshevik) units include: to within 8 hexes of home krug (0.2). • Blue on White: Armed Forces of South Russia (AFSR) • Green on White: Siberian Whites SAMPLE PARTISAN UNIT • Light Blue on White: Islamic Whites, North White Army • White on Blue: Poles Attack Modifier in a black • Black on Tan: Allied Intervention Forces (AIF) box indicates the unit may • Black on Lt. Gray: Generic White Forces not attack in conjunction with other units (20.8). • Brown on White: Northwest White Army, Estonian Army, and von der Goltz Freikorps © 200 & 202 GMT Games, LLC Reds! 3 2.7 Markers 3. Game Set-up Players choose sides and select which scenario, Reds vs White Faction/Front Freikorps 1918-19 or The Russian Civil War 1918-21, to play. Both sce- Activation Event narios use the same set-up. Chit 3.1 Unit Set-Up Logistics White Chit Corruption COMBAT UNITS: Regular combat units are divided into those Event that start on map, and those that arrive later as reinforcements. At the start of the game place all units with a 4 digit setup code White Tsar Amphibious (Nicholas II or RIP) in the appropriate hexes. Units that arrive later as reinforcements Invasion Event have a letter code in place of the 4 digit setup code. Place them on the appropriate strategic turn on the Turn Record Track. White Sea Cavalry Control NAVAL FLOTILLAS: Place the Allied White Sea (White or Red) Raid Event naval flotilla near the White Sea, available for AFSR Turn use. Commander (Red or White (Denikin or Wrangel) Initiative) SPECIAL UNITS: Place the Air units, Armored Trains, Gar- risons, Partisans, River Flotillas and Tanks in the Special Units Gold Red Holding Boxes printed on the map. These units enter play (Imperial or People’s) Terror through Random Events. 3.2 Marker Set-Up Red Red Leader Verdun SPECIAL MARKERS: Place the Red Train (20.0), Red Verdun (20.11), and People’s Red Red Train Resources Gold (20.6) markers in the hexes indicated on their counters. Allied White LEADER MARKERS: Place the AFSR Commander, Denikin Withdrawal Resources side up, in the AFSR Command box. Place all Red leaders to (Minor or Major) the side, they enter play through random events. AIF Control TRACK MARKERS: Place the Turn marker in the box of (Red or White) Offensive the Game Turn Record Track with the White Initiative side up. Event Place the Red Resource marker on the Resource Track in the 5 Semenov Done box (for Moscow, Tula, Petrograd, Tsaritsyn, and the People’s (for Red units Raid Event that cross a Gold). Place the White Resource marker on the 2 box (for Front border) Izhevsk and Simbirsk). SEA CONTROL MARKERS: Place the IMPORTANT: Except for “Control” and “Done” markers, the four Sea Control markers, White side up, number of counters provided is a limit on play. in each Sea’s (Baltic, Black, Caspian and White) Control Box. 2.8 Questions or Damaged/Missing Components? Send a self-addressed, stamped envelope to: CITY CONTROL MARKERS: Place White Control markers on Kandalaksha (403), Kem (605), GMT Games, LLC Ekaterinodar (2924), Samara (322), Ufa PO Box 308 (3408), Samarkand (535), Merv (5320) Hanford, CA 93232-308 USA and 542. Place Red Control markers on Or email the games designer at [email protected] or log all remaining, unoccupied, non-Red cities in Russia east of the onto www.Consimworld.com, and ask the question in either Occupation Line. Place the unused control markers to the side the GMT company support folder or the Reds! folder in the of the map for future use. WWI section. PLAY NOTE: The entire map is Russia except for the Baltic Republics and Poland on the western side of the map. © 200 & 202 GMT Games, LLC 4 Reds! EVENT MARKERS: Place the AIF Offensive, Amphib. Inv, 4.3 White Automatic Victory Cavalry Raid, Minor Allied Withdrawal, Semenov Cossack The White player wins if the Red player does not control Mos- Raid, and White Corruption markers near the Game Turn Record cow and at least two other resource cities (the Gold does not Track for future use. count as a resource city for this purpose). 4.4 Red vs. White 1918-19 Scenario Victory Conditions If neither player wins an automatic victory as described in 4.3, ACTIVATION CHITS: Both players take their Activation chits the Red Player wins if he has forced a Major Allied Withdrawal and places them near them for use during the game. The White by the end of the scenario. Otherwise the White Player wins. player also takes the Logistics Activation chit which will be put in the chit pool every turn. 4.5 The Russian Civil War 1918-21 Scenario Victory Conditions PLAY NOTE: We have found it useful to place the Red Front If neither player has achieved an automatic victory before the activation markers on the Front boxes of the High Command. end of the 24th Operational game-turn, check for an automatic Then when a leader is placed, it displaces a Front marker re- Red victory. If the Red player has achieved either condition, minding you that it is available at no cost. he wins. Otherwise, the White player wins. The White player OTHER MARKERS: Place the Red does not have to achieve his automatic victory condition after Terror and Done markers near the map Operation turn 24 to win. for future use. 3.3 The Fate of the Tsar 5. Sequence of Play Roll a die to determine the fate of the Tsar: On a , The game is divided into numbered Operational Turns and let- White forces have rescued the Tsar. Place the Tsar tered Strategic Turns. Each Turn is divided into phases carried marker in the Tsar box, Nicholas II side up. He will out in the sequence shown below. provide benefits for White rally (12.12). On a 2-6, PLAY NOTE: As shown on the Game Turn Record Track on the Red forces have executed the Tsar. Place the marker in the box map, there are three Operational Turns between Strategic Turns RIP side up. except at the beginning and end of the game. 3.4 Neutral Territory 5.1 Operational Turn (number) Transcaucasus, Poland, Baltic Republics and the area west of I. Initiative Determination Phase (6.) the Central Powers’ Occupation Line begin the game neutral and II. Random Events Phase (6.3) “out of bounds” in all respects (movement, tracing supply [2.7] A. Non-Initiative Player Random Event Step and ZOCs [8.]). No units may enter these areas until the Great (March-April: Redeploy River Flotillas 20.2) War has ended (Turn B). After turn B these areas may be entered B. Initiative Player Random Events Step but Poland will remain neutral until it enters the war (5.2). (March-April: Redeploy River Flotillas 20.2) III. Makhno Allegiance Phase (6.) (After Turn B) IV.