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Red Army - White Guards v3.3

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Red Army - White Guards

“Red Square” Rules for the Russian Civil War


Being a (very small) variant of “Pantalons Rouges & Pickelhaubes” by Richard Brooks,
incorporating ideas ripped off from Ian Drury’s “Bandenkrieg”.
Adapted by Graham Evans
Red Army - White Guards v3.3

Playing Equipment........................................................3 Movement.........................................................................6

Playing Area.........................................................................3 Observation .....................................................................8

Units..........................................................................................3 Infantry/Cavalry/Vehicle Firing.........................8

Unit Organisation...........................................................3 Artillery Firing..............................................................10

Tactical Formations......................................................4 Mounted Combat.....................................................10

Artillery Positions ..........................................................4 Terrain...............................................................................11

Machine Guns (MGs).................................................4 Digging In & Entrenchments .........................12

Tchankas................................................................................4 Armoured Trains.......................................................13

Command and Control.............................................5 Square Occupancy...................................................13

Turn Sequence..................................................................6 Games Designers Notes......................................15

Tactical Formation Diagrams................................4 Fire Effect Table...............................................................9

Activation Table .............................................................6 Anti-Tank/Vehicle Table........................................10

Movement Table.............................................................7 Square Occupancy Table.......................................14

Range Table.........................................................................8 Explanatory Diagrams.............................................16

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Red Army - White Guards v3.3

Artillery Brigades
You will require the following equipment: Two or three 30mm x 40mm bases of 1
gun and crew, each representing an
· A pack of small “patience” style playing artillery battery.
cards, including jokers.
· Plastic rings to use as casualty markers. Armoured Vehicles
· Several D6’s and at least one D12 & D24. One or two bases of suitable size
depending on the vehicle, typically 30mm
wide for an armoured car or light tank, or
· The game is played on a table marked 40mm or wider for a heavy tank. These
with 6” squares set up in an off-set grid represent a Detachment.
to allow multi-directional hex type
movement. Motor Vehicles
· Each square represents about 500 yards. One - four 30mm x 40mm bases each with
· The playing area should be at least 6 one lorry or truck representing a
squares by 10. detachment.
· Any terrain pieces should be clearly in a
square. Squares are either affected by a Armoured Trains
terrain piece or they are not (however Normally only one side will have an
see rules governing hill crests in the armoured train. It is represented by a
section). armoured train model which must have a
locomotive and a gun carriage.

Units of both sides varied enormously in


size and organisation. The numbers given Units are organised into larger groups
below can be varied to create larger or under Command Figures.
smaller units, but should never exceed 6
bases. Command Figures
Headquarters: Several figures in a car or
See Square Occupancy rules for maximum carriage or with a table and staff,
units allowed per square. representing the highest level of
Command present.
Infantry Battalions
Four 30mm x 30mm bases of 3 figures, Regimental/Brigade CO: Two figures on
representing c800 men. either a 30mm x 30mm base (if infantry) or
30mm x 40mm (if cavalry).
Machine Gun Companies
Two 30mm x 30mm bases of 2 figures, Infantry Regiments
representing four MGs. NB Note that these An Infantry Regiment commanded by a
must always be deployed with or adjacent CO is made up of 3-4 Battalions, together
to another friendly unit. with a number of MG companies. Reds
usually have 3 battalions, Whites 4.
Cavalry Regiments
Three or four 30mm x 40mm bases of 3 Cavalry Brigades/Division
figures, representing 600 - 800 men and A Cavalry Brigade or Division commanded
horses. Use 4 bases for Cossack units. by a CO is made up of 2-3 Regiments,
together with a mounted MG unit /
Tchanka Companies tchanka.
One or two 30mm x 60mm bases of 1
carriage representing 2 - 4 tchankas. Higher level structures for Artillery &
Motorised Units are not represented.

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Red Army - White Guards v3.3

wood/building. This requires observer.


All Infantry or Cavalry units must be in a See rules:
clearly identifiable formation at all times. · Howitzers need three turns to come into
Formations affect the way units move and action: (1) unlimber; (2) place firing plat-
fire. form; (3) open fire.
· Infantry can be in , · Guns so deployed have 2 square dead
, or (see zone in front of them into which they
“Digging In” Rules). cannot fire.
· Cavalry are either · They may only be engaged by Howitzers
or . or Heavy Guns who must observe them
· Artillery are either or first
.

Infantry and cavalry formations are shown 1) Occupy a square with or adjacent to
in the diagram below. There are no specific another friendly unit & move at same
formations for other unit types. The speed.
deployment of bases in formations is
shown in the diagrams below. 2) When firing count as 2 per base.

3) Activate as accompanying unit; if unit


1) i.e. Batteries that have fired retreats roll D6 less than or equal to
in the open/on forward slopes are ob- surviving bases multiplied by 2 to save
served automatically. guns.

2) i.e. sight defiladed behind 4) May not move and fire, but can change
a hedge or on crest of a hill: face at will and still fire.
· have 1 square dead zone in front of
them into which they cannot fire.
· hostile troops must observe them be- 1) Occupy a square with or adjacent to
fore returning fire. another friendly cavalry unit.
· may roll activation 2+ to wheel guns up
to obstacle to fire directly on closing 2) Treat as a vehicle for firing.
attackers.
3) Activate as accompanying unit. May not
3) / (Howitzers only) move and fire to front, but can move on
i.e. on reverse slope or behind a one activation and fire on second in turn.

Cavalry Formations Infantry Formations

Mounted
Firing Line Waves
Dismounted

Scouting
Masses Defence

Typically attacking infantry enter the table in masses, and deploy into waves when
appropriate. Defenders deploy as firing lines, with reserves in masses.

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Red Army - White Guards v3.3

1) All Infantry, Cavalry and Vehicle units


must have in place orders that govern
the parameters of possible actions.
These are:
a) Units with Attack orders must
move towards the enemy, closing to
close range and attempting to over-
run. Infantry must be in Masses or
Waves. These orders stay in place un- 2) Artillery do not require orders. See Artil-
til changed by the army HQ, or until lery Firing rules.
stopped by being forced to Hide or
Retreat. 3) The command hierarchy is represented
b) Units move to effective range, on the tabletop at two levels.
deploy to Firing Line and start a fire- a) at semi-fixed central
fight. Cavalry units may close if ene- location, initially near base line:
my expose flank or rear in the open. · at least one per side or one per divi-
c) Units hold position, and fire sion, under control of commanding
at any enemy units that move within player(s).
range. Infantry must be in a Firing · issues new orders to one or more
Line and Cavalry Dismounted. subordinate units per turn when re-
d) Unit must defend. If quired, as those units are activated.
force a unit to front to retreat or hide, Roll D6 greater than or equal to
or if a unit exposes flank or rear, must squares range, -1 under fire/in wood;
advance as Attack. May be in either +1 in building
Firing Line or Waves. Must change · roll for activation if under fire or
formation to Waves to attack. needing to move.
· cannot issue orders when moving,
under fire or activation score below 2.
· destroyed by losing 1 casualty or if
overrun by infantry or cavalry.
b) i.e. a com-
mand figure per 3-4 battalions or 2-3
cavalry regiments who coordinates /
improves their tactical behaviour. On-
ly affects units specifically subordi-
nate to them, located in same or
contiguous squares. Rolls extra activa-
tion die for commanded subordinate
unit(s), and disregard lowest score.
May be killed if co-located subordi-
nate unit(s) take losses. NB: Most divi-
sions have 4 command figures, one
per regiment. Command figure is
dealt one card that applies to all units
under its command and in contigu-
ous squares.

4) Units need activation score of 2+ to


change orders, or to change formation
from Masses to Waves, or from Waves
to Firing line.

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Red Army - White Guards v3.3

Re -roll again if CO present, discarding


Move one unit at a time, as follows: lowest scoring die.
b)Deduct 1 per hit or base removed or
1) Deal face down playing card to each Battalion hiding last turn.
standalone unit or officer commanding.
battalions of same regiment or equiva- c) Divide remainder by number of Battal-
lent. ions: round fractions to nearest integer,
. rounding down
d)See Action Table for possible actions
2) Activate and move Headquarters if re- and implement as appropriate rule sec-
quired (both sides). tion.

3) Turnover playing cards for officer fig-


ures, Artillery Brigades and Vehicles. 6) Restrictions on Actions: Any
Play each card in turn, lowest to highest, vehicles draw again, break down on a
equal value cards in whist sequence: black card. (May restart if drwa 2 red
. cards next turn). Poor units may not
NB: Aces count low or high as wanted; move or rally. Red Infantry units
Jokers activate at any point of the turn. with CHEKA or Commissar in same or
adjacent square may ignore .
4) Once these have been played, turn over Roll 2D6 and place the difference in hit
cards for standalone units and activate markers on the unit.
these in sequence.
7) Turn COs and MGs temporarily put out
5) Units activate automatically unless hit of action last turn to face front again.
markers in place, casualties previously
suffered, or entering enemy occupied 8) Remove current card. Return to (3) if
/adjacent square: any officer cards still to play, otherwise
a) Roll D6 per Battalion equivalent, ad- (4)
justed as follows:
+1 Elite (eg Officer’s Bns, ChON), 9) Otherwise end the turn. Gather cards
-1 Poor troops (eg Some Conscripts, and reshuffle. Return to (1).
early Red Guards);

Move/Move & Fire/Observe & Fire/Dig In/Rally Y Optional


Change orders or formation/Supports replace front- Y Optional
line casualties
Fire/Hold Fire Y Y(-) Optional
Remove Casualties & Hit Markers Y Y Y Mandatory
Retreat/Hide (see NOTE below) Y Mandatory
“/” indicates alternatives. eg Troops cannot both Move and Dig In.
(-) Indicates troops fire wildly at reduced effect. Russian artillery under Small Arms fire
retreats,
Cavalry scoring less than 2 retreat if under fire, remounting if necessary.
Units with activation score 0- turn figures to rear and retreat 2 squares away from enemy
per turn, except troops in natural cover or trenches who hide. Mounted troops in open
move 3 squares. Troops who suffer casualties while hiding must then retreat. Rally on
activation score of 2+, taking all turn. Troops who exit board must rally to return & draw a
card.
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Red Army - White Guards v3.3

4)Units may move through friendly units


1)Units (except Firing Lines or units in as an obstacle.
Defence) scoring 2 or more or activated
automatically move as per Movement 5)Infantry and cavalry may overrun enemy
Table below. units as follows:
· hiding/retreating/rallying. Roll D6. Unit
2)Restrictions for Closed Terrain apply flees on 1,2,3,4 if poor, 1,2,3 if normal,
when the unit is leaving a closed terrain and 1,2 if elite, and is removed from the
square (eg town, woods), or crossing a board. Otherwise stand and fight
linear obstacle. · infantry, artillery, and MGs taken in the
flank flee, unless they are occupying
3)Units may about face or wheel 45o per buildings or trenches.
square moved, the wheel occurring in · unaccompanied MGs, command fig-
the square moved into. They may also ures, and transport attacked from any
wheel up to 90o, change formation, lim- direction.
ber / unlimber, or mount / dismount · a unit overrunning opponents may con-
instead of moving ONE square. NB tinue to move up to one more square if
When changing facing this alters the di- it has movement allowance left
rection that a unit may move in. Units
that dismount on their first card may also 6)Motors move FOUR squares along roads,
activate on their second in the turn. TWO in the open, and NONE through
obstacles.

Infantry Masses 2 Squares 1 Square May move & fire at target up


to 2 squares range on a

Waves 1 Square 1 Square: Do May move & fire at target up


not move on a to 2 squares range on a

Firing Line None None


Cavalry Mounted 3 Squares 1 Square
Scouting 3 Squares 1 Square
Dismounted 1 Square 1 Square: Do
not move on a

Artillery Limbered 2 Squares 1 Square


Unlimbered None None
Wheeled N/A 2 Squares None Ignore terrain & move 4
Vehicles Squares if on Road
Light Tanks N/A 1 Square 1 Square. Be- Ignore terrain & move 3
come bogged Squares if on Road. Un-bog
on a on
Heavy N/A 1 Square 1 Square. Be- Ignore terrain & move 2
Tanks come bogged Squares if on Road. Un-bog
on a on

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Red Army - White Guards v3.3

eligible target.
1) Infantry and Artillery targets in open
squares are concealed until they move 2) Units that have not yet been activated
or fire. Targets in squares containing may fire at any unit that threatens it. This
buildings, woods and hedges are con- means that it may shoot at any unit that
cealed even if moving or firing. Hostile has moved within Effective range and is
units must test to observe them before facing it. Units lacking a target when
opening fire, except that 1 Artillery and activated may Turn
1 MG unit may fire at reduced effect on their card face down, and await an
a well defined area such as a village or opportunity to fire on an approaching
wood to support an ongoing attack, enemy unit later in the turn. This allows
without observing the target first. units to engage targets that move across
their line of fire from one piece of cover
2) An observer must have Line of Site to to another. Units that have an observed
the target, which must lie within their target when activated must always fire
own arc of fire. on them if possible.

3) To observe roll more than the range in 3) that have a target


squares on a D6. Roll extra D6 and count within 2 squares range may fire if they
total score if: draw another They may not fire
a) Observer is unlimbered artillery, or at targets further away.
b) Target is firing artillery (unless
masked/flash defiladed). 4) Firing units require
(LOS) to the target from the centre of
4) Once a concealed target has been ob- their own to the centre of the target
served, any enemy unit adjacent to the square. Firing units trace LOS directly to
observing unit may also fire at it. Non- target. MG units on hill crests have LOS
adjacent units must roll separately. over buildings, woods and hedges below
Large targets occupying several consec- them, although not into any square im-
utive hedge / wood / village squares only mediately beyond such buildings and
have to be observed once. woods.

5) Before dawn test to observe any target. 5) MGs may always squares
Ignore bonuses for uphill or unlimbered containing friendly units. Other units
artillery. only do so when they or the target is on
higher ground than intervening units.
MGs must leave at least 1 square clear
1) Each activated unit scoring 0 or more, either side of intervening friendly troops.
with targets in front, inside a 45 degree
arc (MGs 90 degrees) may fire at any 6) Each Infantry Battalion/ Cavalry Regi-
ment / MG base/Vehicle firing rolls a

Rifles/MGs 8mm/.303 1 3 4
Tank Guns 37mm /6pdr 2 4 6
Light guns 65mm /10-15pdr 3 5 8
QF guns / howitzers 75mm / 18pdr 5 8 12
Heavy Artillery 105mm / 60pdr 5 12 20

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Red Army - White Guards v3.3

Number of Dice Score to Hit


Close Range +3 1 Hit Marker per die less than hit score
Effective Range +2 Small arms cav/inf No of bases firing
Long Range +1 If “poor” -1 base
Firer in Line +1 MGs No of bases, doubled
Oblique Target (ie at 45 degrees) +1 MGs enfilading Double again
Target Massed, Mounted Limbered +1 Artillery 4 per base
Target enfiladed/attacked in flank +2 Vehicles 3 per base
(NB Fire individually)
Firer moving/changing formation, -1 · Armoured Cars/Light Tanks can only be
firing wildly or held fire damaged by MGs firing at close range and
Artillery changing target -1 Artillery.
· Heavy Tanks / Armoured Trains can only
Target in trenches, or stone buildings -1 be damaged by Artillery/Tank Guns.
or shielded artillery v rifles/MGs
· Other vehicles can be damaged by MGs &
Unobserved target (artillery & MGs -1 Artillery at any range, and Small Arms at
only) Close or Effective range.
Vehicle Firing -1 NB Vehicles firing may off set this penalty by
discarding a card.

number of dice, based on the Effect equal to the remaining markers on a D6.
Table. If score to be rolled is greater than Double loss if advancing in open. (ie
6, roll again for the excess. eg A unit of 2 TWO bases per SIX hits) Halve loss if
MG bases must roll 4 or less on a D6. If neither moving nor firing, or in cover.
enfilading it gets an automatic hit as 4 Roll D12 or D24 as appropriate. (ie a non
doubled is 8, and rolls again to get 2 or moving, non firing unit in cover rolls less
less for the remainder. than number of hits on a D24). EXCEP-
TION: Artillery and vehicles take 3 hits to
7) Vehicles that fire may modify the remove a base. Place a permanent casu-
number of dice rolled by surrendering alty marker (BLACK ring)on the base to
playing cards instead of using them to show this.
move (see table above). Vehicles fire
individually & do not add their hit 10)Accompanying COs/Commissars /
scores if in more than one in a square CHEKA rolling an activation die and
firing MGs draw a card each per base
8) lost. card - PINNED for ONE
, when they simultaneously re- turn (face to rear to show pinning).
solve all hits taken since last activation, card, - remove from play. If MG
in both current and previous turns. is unaccompanied, then draw a card per
Targets acquiring so many hits their hit as well.
next activation test must score less then
immediately take casualties and 11)Scouting cavalry suffer no casualties if
retreat/hide, losing any card held. they retreat as soon as taken under fire.

9) Lose ONE base as a per SIX 12)Supporting battalions may replace cas-
hits. For remaining hit markers roll a ualties in adjacent battalions of the same
D6 and remove a base if roll less than or regiment instead of moving.

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Red Army - White Guards v3.3

intervening friendly troops.


1) Each activated unit scoring 0 or more,
with targets in front, inside a 45 degree 5) Artillery fires at infantry, cavalry or
arc may fire at any target artillery targets using the same
(see Observation rules) methodology as infantry or MGs. When
vehicles are shot at the same
2) Batteries lacking a target when activated mechanism is used, but for each hit left
may as infantry after rolling for casualty removal marker
above. They may also fire at targets over after rolling draw a card and consult the
open sights if threatened within close Anti-Tank/Vehicle Table. Draw two
range, and have not yet activated that cards for Trucks & Tchankas. NB MGs
turn. may also fire at vehicles, but only at
close range.
3) Batteries require (LOS)
to the target from the centre of their own 6) Draw a card for any buildings shot at by
to the centre of the target square. Firing artillery. Catch fire on if
units trace LOS directly to target, except brick/stone, or for
howitzers and heavy guns may do so via wood/straw etc. Hiding troops flee
an observation post 2 squares or less burning buildings.
from the gun position, or an aeroplane
over the target, on rolling 4,5,6 on a D6. 7) If a square containing Barbed Wire is
LOS is blocked by intervening buildings, fired at, draw a card for each hit marker.
woods, hill crests, and hedges, except: Remove the wire if two red picture cards
a) Units on hill crests have LOS over are drawn.
buildings, woods and hedges below
them, although not into any square 8) If artillery batteries are threatened by
immediately beyond such buildings units moving into small arms range (ie 4
and woods. squares or less) they may open fire over
b) Field Artillery may trace LOS through . This is done through the
non-adjacent hedges; howitzers values on the Fire Effect Table. If doing
through non-adjacent hedges and this they count as “Firing Wildly”.
hillcrest squares to engage flash defi-
laded batteries observed on reverse 9) Artillery retreats if under Small Arms
slopes. Fire, unless Red units with CHEKA /
Commissars in same or adjacent
4) Artillery may always FIRE OVER squares squares, when they fight to the death.
containing friendly units as long as they
leave at least 1 square clear either side of

MG H, D H, D H H, D, C
Tank Guns H, D, C H, D H H, D, C, S
Light guns H, D, C H, D, C H H, D, C, S
QF guns / howitzers H, D, C, S H, D, C H, D H, D, C, S
Heavy Artillery H, D, C, S H, D, C, S H, D, C H, D, C, S
* NB Draw two cards per hit for firing at Trucks. Includes Tchankas.
A, J, Q, K - vehicle takes hit marker, and suffers penalties below as well.
2 -10 - Vehicle damaged- lose card. Trucks are destroyed, Armoured Cars/Light tanks
must retreat next move, Heavy Tanks are pinned for one turn & may not move or fire.

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Red Army - White Guards v3.3

How Cavalry fight depends upon forma-


tion.
1) : horsed cavalry ending move-
ment adjacent to enemy units in the
conduct a mounted attack as if
firing at Close Range.
a) Count all figures for effect Target re-
turns fire, including MGs and Tchan-
kas (if facing) even if it has already
fired this turn, losing its card if it has
not yet been activated. Any such firing
suffers the penalty.
Other units in the same formation
may still move however.
b) Cavalry only count 2 or 1 defending
figures respectively if attacked ob-
liquely or in flank/rear. Infantry at-
tacked obliquely count 2 figures. Any
infantry unit attacked in the flank is 2) : advance until taken under fire,
subject to the overrun rules when they dice to observe the enemy,
c) Side suffering most hits retreats as and immediately retreat to the nearest
Movement. friendly unit. This friendly unit will now
d) The winning side may follow up one have observed the target as well.
square if not the moving side. If the
moving side wins it may follow up the 3) : regiments dismount all
rest of its movement or one square, nut one base as riflemen. These fire as
whichever is the greater. If this move- infantry in a Firing Line or Wave as ap-
ment allows the unit to contact its propriate, but always remaining in a
opponents again an overrun occurs. square adjacent to their horses. If they
e) Both sides retreat if hits equal, the move on foot, their horses MUST stay in
attacking cavalry losing any remain- an adjacent square. If this is not possible,
ing card. they may not move. They must remount
f) Dice against hits for casualties and retreat if activation score is 1 or less.
. Cavalry attacking infantry roll
twice for casualties, win or lose (i.e.
1) Obstacles include streams, hills,
cavalry units are more vulnerable).
woods/villages except along roads.

2) Streams and rivers follow edges of


squares. Cross streams as obstacles, riv-
ers at bridges or fords. Ferries will re-
quire scenario rules, but generally one
battalion sized unit will take two turns to
cross.

3) Barbed wire is a linear obstacle that is


impenetrable to Cavalry and wheeled
vehicles. Infantry can cross, taking an
entire turn. Tanks are unaffected. Tanks
that drive through a barbed wire entan-
glement make sufficient gaps to enable

Page 11
Red Army - White Guards v3.3

Infantry to move through at normal 1) During the game when they reach an
speed. Cavalry and wheeled vehicles area they wish to defend:
may now move through the square, tak- a)Units with activation scores of 2 or
ing a whole turn. This improvement to more and not Moving or Firing may
movement only applies if moving in the place one digging marker (DM) across
same direction as the tank that entered their front per turn, to a maximum of
the square. three.
b)If subsequently brought under fire roll
4) Hills are divided into two classes: D6 per DM; score 4,5,6 to place tempo-
a) Three or more squares deep repre- rary trenches
senting: c)Remove temporary trenches and DMs
Forward Slopes: no cover from fire; when digging unit moves off.
allow overhead fire.
Crests: no cover from fire; allow over- 2) Before the game when defending a pre-
head fire. pared position: place trenches and
Reverse Slopes: cover from fire; fire barbed wire on the table as a permanent
only into crest square(s) in front. terrain feature. These may be captured
b) Two squares deep representing ridg- and occupied by the enemy.
es with Forward and Reverse Slopes
only, where troops may exchange fire 3) Infantry units deployed in are
between adjacent Reverse and For- in a dug in position, consisting of
ward slopes. trenches, and probably barbed wire. The
position implies a degree of preparation.
5) Woods and built up areas occupy com- The position could include an MG com-
plete squares. Movement penalties ap- pany, but no other units. A unit so de-
ply whether moving into, through, or ployed may not move. The bases in the
out of woods and villages, unless transit- unit should be placed facing all four
ing along a road. sides of the square they are in. It fires
with 2 bases to all sides if attacked. Any
accompanying MG company fires with
Depending on scenario, units may dig-in. 1 base to all sides. NB This does not
imply that units in a may
not occupy trenches.

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Red Army - White Guards v3.3

An armoured train consists of a locomotive


& tender, flat bed trucks and an armoured
gun car.

1) Due to its size an armoured train model


will occupy several squares. Note that for
game purposes it only occupies one
square, that which contains the gun car-
riage. Ensure that this is clearly and un-
ambiguously deployed in a square at the
end of each move. The rest of the train is
for decoration and verisimilitude only.

2) The train counts as two heavy


artillery/howitzer batteries, together with
two MG companies. The MG companies
fire one from each side of the train.

3) Movement is unlimited on unbroken any adjacent square.


track, but must be stationary to fire.
6) Armoured trains were greatly prized by
4) It receives TWO activation cards, and both sides. It must retreat if damaged
discards one. (see below), or infantry move into adja-
cent square.
5) In addition to the armaments noted
above the train may carry one Infantry 7) Armoured trains are fired at as if Heavy
battalion or Cavalry regiment or Artillery Tanks. Its functionality is undamaged by
brigade. It must be stationary to deploy taking hits, but counts as damaged and
these. Deployment takes a full turn into must retreat if it receives four hits. If it
takes five hits it is permanently disabled,
may not fire & is open to capture.

1) Squares represent a 500 yard square area


and figure bases are an abstract size.
Square occupancy is therefore not based
on physical space. Just because figures
can fit in a square does not mean they
can be deployed in it.

2) Consult the table for units that are al-


lowed to occupy the same square.

3) A maximum of two troop types may


occupy a square at any time. Restrictions
are based upon both physical space
available and the ability to deploy effec-
tively.

4) Officer, CHEKA & Commissar bases may


occupy a square regardless.

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Red Army - White Guards v3.3

Infantry Cavalry Artillery MG Vehicles Arm’d Horse


Battalion Regiment Brigade Company (Note (1)) Train Holders
Infantry N/A N/A N/A Yes. Max Yes. Max Yes Yes
Battalion 2 MG 2 vehicles
bases
Cavalry N/A N/A N/A Yes. Max Yes. Max Yes Yes
Regiment 23 MG 2 vehicles
bases
Artillery N/A N/A N/A Yes. Max Yes. Max Yes Yes
Brigade 2 MG 2 vehicles
bases
MG Yes. Max Yes. Max Yes. Max Yes. Max Yes. Max Yes. Max Yes. Max
Company 2 MG 2 MG 2 MG 4 MG 4 base 2 MG 4 MG
bases bases bases bases equiva- bases bases
lents
Vehicles Yes. Max Yes. Max Yes. Max Yes. Max Yes. Max Yes. Max Yes. Max
2 vehicles 2 vehicles 2 vehicles 4 base 4 vehicles 2 vehicles 4 vehicles
equiva-
lents
Arm’d Yes Yes Yes Yes. Max Yes. Max N/A Yes
Train 2 MG 2 vehicles
bases
Horse Yes Yes Yes Yes. Max Yes. Max Yes Yes
Holders 4 MG 4 vehicles
bases
Notes:
(1) When calculating number of vehicles in a square a Heavy tank counts as 2 bases, and
a light tank as 1.5. Eg A square may contain 2 light tanks and an armoured car but not 2
light tanks and a heavy tank.

Page 14
Red Army - White Guards v3.3

of cards. I therefore introduced the two


I had been looking to “do” the Russian Civil stage move, with officer cards played first.
War for a while fuelled, sadly, by pictures of This has reduced split units considerably,
Peter Pig’s Armoured Train model. So I and has lead to players conducting coordi-
ordered all of the figures, based upon nated actions. Units out of command tend
RFCM’s “Square Bashing”, and started to get isolated and left behind. This change
painting. I was aware at this point that seems to have worked well.
Square Bashing wasn’t going to give me the
style of game I wanted. Cavalry had to be I was also getting high levels of player frus-
important, and in particular I wanted to get tration by making formation changes de-
large flanking manoeuvres, so speed of pendent on card suits. Units were stalling
movement was important. for no reason and whole turns were being
wasted. I therefore dropped this require-
I reckoned the “Red Square” style of game ment, and found that I didn’t need it. Units
would be ideal, so I took advantage of the under fire grind to a halt in any event, so it
CoW sessions in 2006 to attend the sessions was a mechanism that was not required.
run by Richard Brooks on WW1 and Ian
Drury on WW2 Partisan warfare. Both of The armour rules are influenced by
those gave me a feeling that it was possible , although I have added a few
to do, and both individuals were kind thoughts of my own. They are the part that
enough to send me their rules before pub- I am least happy with, but armour is not a
lication in the Nugget for me to work with. major feature compared with cavalry, so I
am comfortable with the results I get. Play-
In the interim I took up with “The Perfect tests at CoW 2007 suggested that armoured
Captain’s” Red Action rules. These are set at cars being able fire on both activations in a
company level, and move along at a fair turn may be too much. I think it makes
pace. They are popular for the period, but them a more potent weapon, and creates
don’t enable me to fight a big enough game. something close to the threat they actually
I still intend to use them for fighting low posed. I am also inclined to think that off
level actions if required, but they are not road movement should be prevented or
suitable to game what I mainly want to do. reduced to one square per turn. Players’
thoughts on these subjects are welcome.
Which brought me back to “Red Square”.
Initial play tests using “Pantalons Rouges & The one thing I haven’t included are any
Picklehaubes” were giving me a game that rules for Interventionists. There is a danger
didn’t move quickly enough with the size that we focus too much on the actions by
of battle I wanted. They were fine up to non-Russian forces. Apart from one or two
about 8 units a side (ie 2 Regiments fighting actions and the odd bit of tank driving they
each other), but any larger and they ground are not a major factor.
to a halt. We were also getting a clunking
type of game reminiscent of the early days The system now serves me fairly well. I still
of the Great War, - no surprise really. can’t fight a game with more than a couple
of Regiments a side (ie 8 units) in two hours.
The challenges I set my self were to speed I suspect this isn’t possible, whilst retaining
up the game, add some period flavour, - any colour. However, a Divisional level
principally to make it more fluid - and to game played on a 12’ x 5’ table is possible
put in some proper rules for armour and in a day, with 4 players.
vehicles. And of course, add the armoured
train. Early games had shown a tendency Any comments or queries on the rules can
for players to deal cards to units individual- be left on the Wargame Developments ya-
ly, especially when defending. This slowed hoo group. I promise to respond.
the game considerably, and also uses a lot

Page 15
Red Army - White Guards v3.3

Legal moves Units must move in accordance with their facing on the grid.
The diagrams show infantry masses and mounted cavalry
Illegal moves units and the legal directions of moves given their current
facing with solid arrows.

Moves that are illegal without changing facing are shown with
dotted arrows.

Exception: A Massed infantry unit on a road can follow the


line of the road, adopting its facing without wheeling.

x
b b x a

c d c d

Unit x is enfiladed by unit b, and fired Unit x is now enfiladed by unit d, and
at obliquely by c. Units a & d are fired at obliquely by c. Units a & b are
firing normally. firing normally.

Unit x is facing units c & d. It cannot Unit x is facing units c & b. It cannot
fire at units b & a,. It fires normally at fire at units d & a,. It fires normally at
unit d, and obliquely at unit c. unit b, and obliquely at unit c.

Page 16

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