Red & White

Russian Civil War Rules: Part II

by Hank Lubbers


Red and White: Part 1

Melee

Only infantry, cavalry and tanks may initiate melees. All others only defend. Cavalry, armored cars, and armored trains may withdraw before melee by making a normal move away after passing a morale test. If they fail the morale test, any movement away from the enemy would be considered a fall back. If the charging unit can still make contact with retiring units, melee is conducted as normal (falling back units are at -2).

    1. Attacker moves his units into contact.

    2. Defender gets defensive fire from any units in range that could have fired upon any part of the attacking unit's path. Measure range at nearest point to unit.

    3. The attacker may then fire, if unit capable of "attacking fire."

    4. The attacker and defender each roll a D6 and add/subtract appropriate modifiers:

      -1 Each 2 stands lost
      -1 If unit is suppressed
      -1 Raw
      -1 No leader
      -1 Infantry attacked by cavalry (and not in trenches, breastworks, or buildings)
      -2 Unit is in a "falling back" status when contacted, or attacked in flank or rear
      -2 Attacked by tank
      -2 Attacking through barbed wire (if tank makes hole in wire, attackers may storm through the gap, nullifying this modifier)
      -2 If outnumbered 2-1 in stands
      -3 If outnumbered 3-1 or more in stands
      +1 Heroically led
      +1 Unit is equipped with grenades
      +1 Machine gun attached to defending unit
      +1 Defending in trenches, buildings or behind breastworks
      +1 Elite
      +1 Cheka is "inspiring"
      +1 Religious leader (see special rule) with White unit
      +2 Armored train defending

    Highest roll wins, attacker loses ties, unless attacking on flank/rear, then wins ties. Loser removes 1 stand for every number he is beaten by and falls back to starting position if attacker, or one move to rear if defender (tanks take no loss). If the defender is in trenches or other defenses, the attacker must win by 3 or more to force enemy out. 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).

Tanks and Infantry

Infantry units attacked by tanks may attempt to destroy them with petrol bombs if the infantry win the melee. Each infantry stand has a 7-10 chance on a d10 of hitting with petrol bomb. On a 1 or 2, the infantry lose a stand, instead. On a 7-10, the petrol bomb hits the tank. For each petrol bomb "hit" on a tank roll on the armored car/tank hit table.

Example of Melee:

Unit #1 is a Red battalion with 8 stands and attached Cheka. It attacks a White battalion defending in trenches behind barbed wire, with a section of heavy machine guns attached. White defensive fire in Phase 2 kills 1 stand of Reds. Red attacking fire in phase 3 kills 1 stand of Whites. Both sides have lost one stand. Both pass their morale checks. Modifiers are:

WHITE: +1 machine gun section attached, +1 entrenched = +2 to D6.

RED: -2 attacking through barbed wire, +1 cheka attached = -1 to D6.

Die rolls are (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 stand as a casualty and fall back to their starting position.

Another example:

Two full strength white infantry battalions (16 stands), both Elite, attack a full strength Red battalion in cover (but not trenches), supported by a machine gun. The Reds have the fire of two additional battalions at long range, while the Whites have the fire of three guns. The defensive fire of the Red unit under attack kills two stands, while that from the others kill one more, so three are lost (be careful of which of the attackers take casualties). The White artillery kills a Red stand and attacking fire from the infantry kill one more, so two are lost. Again both sides pass their morale checks. Modifiers are:

WHITE: -1 for casualties (2 stands lost), +2 for being elite = +1 to die.

RED: -2 attacked by at least 2-1 odds, (13 stands to 6), +1 for machine gun attached = -1 to die.

The die rolls were (WHITE) 5 and (RED) 5. Net rolls after modifiers are (W) 6, (R) 4. The whites win the melee since their modified die roll was two more than the Reds (6 to 4). The Reds are not in trenches or buildings, so they take two casualties and fall back. Note that 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 from melee would be on the White forces, even though their modified die roll was higher.

Morale

Each unit that has taken any casualties or is marked as "falling back" must roll a morale test on a D10. The unit needs to roll equal to or less than number of stands in the unit to pass. Units that fail morale move one full move to the rear and are marked as Falling Back. A unit that is already falling back and fails morale again simply moves to the rear one move and remains "falling back." A unit that tests morale because it is falling back and passes is no longer considered to be falling back. 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.

Modifiers to Morale roll:

    -1 In trenches, buildings or behind breastworks, or in any type of cover.
    -1 Elite unit.
    -1 Religious leader (see special rule) with unit.
    -1 Heroically led.
    +1 Raw unit.
    +1 No leader.
    +1 Suppressed.

Elite Units
White: Officer units, cadet units, Cossacks, Czech legion, foreign intervention units.
Red: Fanatical Bolsheviks, Sailors, Red guards (?).

Heroic Leaders

A leader may move to the front of his unit and lead heroically. This will impart leadership bonuses. There is an increased chance for the leader stand to get killed. Any time a unit which is being lead heroically takes a casualty, roll a D10. On a "0" the firing player may elect to kill the leader instead of an infantry/cavalry stand.

Cheka

Any red unit may have a stand of Cheka attached. The function of the Cheka is to insure the proper revolutionary "fervor." Any unit with Cheka attached that fails either their activation or morale roll, may -- at the player's option -- remove one stand of troops (liquidated as counter revolutionary hooligans) and immediately re-roll with the same modified base number as before. If the unit fails a second activation or morale check, it must move double distance to the rear. If the unit leaves the table it is gone for the game. A Cheka stand does NOT count into the unit's total for morale or firing purposes (see page 4 for how fire may eliminate the Cheka). Religious Inspiration

A WHITE unit with a priest or religious leader attached gives the unit a Ð1 on morale. Any time a unit with attached priest takes a casualty, there is a chance that the priest may be killed. Roll a D10, exactly as Heroic Leaders, above.

Suppression

Units which lost a stand due to fire in phase 1 of that turn are suppressed and may not fire later in the phase unless they pass a morale test.

Petrol Bombs vs. Tank

Infantry units must pass morale to use Petrol Bombs. Each infantry stand within 1" of the tank hits with the bomb on a 5-6 on a D6.

Morale is also tested in other phases as called for by the rules and with specific results which may differ from above.

Armored Vehicle Fright

If attacked in melee by a tank (but not an armored car), cavalry units will not stand. They will automatically fall back towards the rear. Artillery needs 1-4 on a D10 to stand, or they limber up the guns and fall back, similarly.

Armored Cars and Tanks

Any hits on an armored car or tank have to be recorded. Once it receives 8 hits, it is destroyed. If trying to move, the vehicle must first roll an activation roll. To pass it must roll above its current morale with a D10 to avoid breaking down - reflecting gradual damage, shredded tires, shot radiators, etc.

Tank and Armored Car Capabilities

  • Unless stated otherwise, all MGs and Light guns roll 1d10 per gun when moving, 2d10 if stationary.
  • All vehicles count as 8 stands for morale and stand strength.

Austins/Twin Turret: 2 MGs, 1 per turret.
Single turret armored car: 1 or 2 MG per turret.
Mark IV male: 2 Light guns (one per side); 1 MG forward, 1 MG rear, 2 MGs each side.
Mark IV female: 1 MG forward, 1 MG rear. 3 MGs each side.
FT17 male: 1 Lt. gun in turret. May not fire if moving. 1d10 stationary.
FT17 female: 1 MG in turret.

Armored Trains

Armored trains are invulnerable to small arms or machine gun fire. If fired on by artillery, they must test morale. Base morale is 8, with -1 for each hit. If they fail, the train moves one full move to the rear. If attacking at train, its melee strength is 8 stands, unless modified by loss. The stands of a train guards are added in. Force HQ

This is represented by a few appropriate figures and a car, truck or armored train. This is normally where the army's commanding officer is (when he is not out acting heroically). If the Force HQ is overrun by the enemy, it is removed from the table and counts as one unit lost for Major Morale purposes

Major Morale

At the start of the game, count the total units in each army. Keep a log of the losses suffered. When the total of units destroyed, surrendered, fallen back off the field, or reduced to half strength equals or exceed 30%, test for Major Morale at the end of turn. The Force HQ counts as a unit for major morale purposes. 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

Note 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 you cut the enemy's supply line to the rear, this reduces your losses by 2 units.

Rules Concerning Ships, Boats and Ice

SHIPS are fairly large, self-propelled vessels -- from the size of a fishing schooner up to warships. Ships may tow up to three boats. Some ships carry boats on board and may launch them in one turn on a D6 die roll equal to or greater than the number of boats being launched. Ships have a morale number of 8 unless otherwise specified. Ships may carry numbers of stands of figures of any type and quantity allowed by the Game Master. The default is 16 stands, unless otherwise specified. Ships may move 4D6 each turn unless otherwise specified. Warships may not carry cavalry or any horses unless specifically allowed by the game master. Merchant ships may carry horses.

LAUNCHES are boats with engines, either internal combustion or (more likely) steam engines. They may hold one stand of figures such as infantry, MGs, Artillerists, or command personnel. They may not hold mounted cavalry. A launch may tow up to one boat. Launches may move 3D6 each turn or 2D6 if towing a boat.

BOATS have no engines and may be propelled by oars or may be towed by ships or launches. A ship may tow up to 3 boats. A launch may tow only one boat. Each boat holds one stand of figures, such as infantry, MGs, Artillerists, or command personnel. They may not hold mounted cavalry. Boats propelled by oars move 2D6 each turn.

Ice & Rivers

Rivers may be in four states, Frozen, Thin-Ice, Unfrozen, and Ice-choked

FROZEN rivers may be crossed by Infantry, Machine guns, and Cavalry. If the game master specifies, Artillery, wagons and vehicles may also cross. Ships and boats may not move into or in frozen rivers, nor may they act as "icebreakers" against a frozen river.

THIN-ICE rivers may be crossed by Infantry, Machine guns and Cavalry and droshkys. Each stand that crosses must roll a d10 ICE DIE. If the ice die result is 1 or 2, the stand is lost. Other results on the Ice die are no effect. For example, a unit of 4 stands would roll 4 ice dice. If the results were: 1, 2, 4, and 6, the unit would lose two stands that had fallen through the ice.

Ships may move through a Thin-Ice river, but at the loss of 2 dice in speed. The river must be divided by the game master into sections 2' long or less. Each section will have an ice thickness number assigned by the game master to represent the thickness of the ice. The lead ship is acting as an icebreaker and must test morale each time it moves. This is done by rolling on a D6 a number a number equal to or less than the morale point of the ship, while adding the ice thickness to the die roll. Any damage on a ship is subtracted from the morale point. If the morale fails, the ship halts for that turn. If it fails two turns in a row, the lead ship will turn and exit the game. The next ship in line may now become the "icebreaker" by passing a morale test. The Ice in the wake of the "icebreaker" will be treated as an "Ice choked river."

ICE-CHOKED rivers may not be crossed by land units. Ships may move through an ice-choked river, but at the loss of 2 dice in speed. The river must be divided by the game master into sections 2' long or less. Each section will have an ice thickness number assigned by the game master to represent the thickness of the ice. Ships must test morale each time they try to enter a section of river. This is done by rolling on a D6 a number a number equal to or less than the morale point of the ship, while adding the ice thickness to the die roll. Any damage on a ship is subtracted from the morale point. Boats may try to move on an ice-choked river at 2D6 per turn, but each turn must roll a D6 for safety. On a roll of 1, the boat overturns and all figures and equipment in it are lost.

UNFROZEN rivers may be crossed by land units at bridges only, unless the game master designates fords or rules to search for fords. Ships and Boats may move freely under bridges, unless specified as too low to be passed under by the game master. Water too shallow to admit ships or boats does not exist unless specified by the game master.

Rules Concerning Aircraft

Aircraft Availability & Types

The scenario being played should specify if an aircraft or multiple aircraft are available and to which side or sides. It should also specify on what turn the aircraft appear. If the turn of arrival is not specified, roll a D6 for each aircraft, the result being the turn of arrival.

Aircraft may be Bombers, which attack ground troops by bombing or strafing, or Fighters, which may strafe ground troops or attack enemy aircraft. If a Fighter aircraft appears above the battlefield, it may patrol or it may attack. Bombers may not patrol, they must attack.

Flight Turns & Regular Turns

During the first sub phase of a turn, when units are doing activation rolls, the phasing player will place a string flight path on the table. The string may enter the table from any side and may take any path it wishes. In the second sub phase the aircraft my move up to 5d6 along the flight path. The plane must travel at least 2 d6. This represents a flight turn. The enemy may fire at the aircraft at any time if in range. After movement, any enemy unit within range of the aircraft may then be attacked. The aircraft will then take another flight turn, rolling no less than 2 but no more than 5d6. When the plane travels that distance it may again attack any enemy units in range. The flight portion of the turn is now over. The next turn the flight path may be re-strung from where the plane currently sits. An aircraft in this combat mode may be on the table three turns.

Aircraft Weapons

Strafing - Treat as one 3-man MG team (3 dice) for the forward firing machine gun(s) on the aircraft. "Ace" will press in to point blank range for firing, all others at normal range.

Bomb Accuracy. Roll a D6 for accuracy. "Ace" subtracts 2 from D6 rolls both "to hit" and "deviation distance".

    1-2 = direct hit.
    3 = short by 1xD6"
    4 = long by 1 x D6"
    5 = left by 1xD6"
    6 = right by 1 x D6"

Anti-Aircraft Fire

Anti-aircraft fire may occur as the target comes into range. If the airplane flies within 20" of a machine gun the machine gun may shoot at the airplane, hitting on a 6 on D6. Machine guns within 10" hit on a 5-6. Roll the normal amount of machine gun dice. Machine guns on tanks or armored cars may not shoot at airplanes, they are not sufficiently flexible.

AA Guns. If the airplane flies within 24" of an anti-aircraft gun, the gun may shoot at the airplane. Hits on a 6 on D6.

Damage to Airplanes

Roll a D6 to see the effect of the total of hits for the turn

    Hits Effect
    1-2 1-5 = n/e (no effect); 6 = Lose 1 flight turn.
    3-5 1 -2 = n/e; 3-5 = Lose 1 flight turn; 6 = Lose 2 flight turns.
    6-9 1-3 = Lose 1 flight turn; 4-6 = Lose 2 flight turns.
    10-14 1 = Lose 1 flight turn; 2-5 = Lose 2 flight turns; 6 = Lose 3 flight turns.
    15 + 1-2 = Lose 2 flight turns; 3-5 Lose 3 flight turns; 6 = crash.

Even if not otherwise damaged, once the aircraft's Flight turns are gone, the machine must leave the field. Aircraft on Patrol will stay over the table for a D6 number of turns (NOT Flight turns). If an enemy aircraft appears over the table while an aircraft is on patrol, the aircraft will both go to flight turns and attack each other.

Aircraft vs. Aircraft

Fighters roll 2 D6 vs. other aircraft. Observation or bombing aircraft roll 1 D6. Bombing aircraft with defensive machine gun add +3 to their D6 roll. High score wins and causes damage on enemy aircraft equal to the points difference between the die scores. With 8 points of damage, the machine must leave the table. The aircraft crashes upon receiving 10 points damage.

Modifiers:

    Novice pilot -2
    Ace +3

If there are multiple aircraft on the table, each side rolls a D6, high die moves as "side 1". An "Ace" may add +1 to this die roll if he wishes. Novice pilot subtracts -1 from D6.

Aircraft Move Sequence

1. Side 1 moves aircraft.
2. Side 1 attacks enemy aircraft.
3. Determine damage to both aircraft. Any aircraft with 10 points crashes.
4. Side 1 bombs or strafes with aircraft which did not attack enemy during #2 above.
5. Side 2 moves aircraft
6. Side 2 attacks enemy aircraft
7. Determine damage to both aircraft. Any aircraft with 10 points crashes.
8. Side 2 bombs or strafes with aircraft which did not attack enemy during #6 above.
9. Both sides test for reduction in flight turns due to ground fire.
10. Aircraft with no flight turns left are removed from the game.

Repeat the above till 6 flight turns have passed, then remove all aircraft


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