BULLETS AND BOLSHEVIKS

Russian Civil War Rules
(For use with 20mm figures)

By Michael Huskey



Our local group uses these rules for playing Russian Civil War in 20mm. I drew a hex grid on my piece of felt. It has no exact scale for inches to yards or one figure equals so many men. But it works and is fun! The cohesion rules cause poorer quality units to dissolve when things begin to go wrong. Also leaders are now needed to lead, not just sit back to rally routing units like in many games.

TURN SEQUENCE

1. Both sides roll 2 D6 with highest total getting the Intiative. Side with the initiative can choose then to be Side A or B for the turn.

2. Both sides may now conduct any artillery bombardment fire they wish.

3. Side A now moves any of its forces. Side B may choose to fire any of its forces at this time. Side B now fires any units it wishes.

4. Side B now moves any of its forces. Side A can now fire any unit that has not yet fired this turn.

5. Side B now fires any units that have yet to fire this turn.

6. Turn ends and both sides re-roll for Initiative. Any ties go to side currently having Initiative.

MOVEMENT

Costs per Hex

Unit TypeMPRoad* Normal Town Woods Marsh Hills Ford
Infantry21/21 1121 2
MGs21/21 112 12
Cavalry31/21 2231 1/2 1 1/2
Field Artillery21/2 112P 22
Heavy Artillery21 22PP PP
Tatchankas31/2 123P 22
Armored Cars41/2 22PP 3P
Tanks212 2PPP P

Miscellaneous:

1. Only infantry, MGs, and tanks may cross trenches.

2. Infantry and MGs subtract 1 MP crossing barbwire. Tanks cut through it. Rest stopped by it.

3. * To get to use Road, must be in one deep Road column and begin/end on road.

4. Generals/commanders move as infantry or cavalry.

5. Artillery can do the following options: Move, Fire. Limber, Unlimber but only 2 of these per turn

6. Armored Cars and tanks need to roll for possible mechanical failure each turn they move.

    AC - Roll 2D6 (2=Failure)
    Tank - Roll 1D6 ( 1 =Failure)

7. Armored Cars and tanks are allowed 2 Mobility boxes and either a hit on Mobility or Mechanical Failure removes a box.

8. Unfordable rivers must be crossed on bridges or boats.

9. P = Prohibited to unit

10. Weather conditions per scenario can affect movement.

FIRE COMBAT SMALL ARMS FIRE

UnitRange in HexesFP (Number of dice rolled per stand
Infantry42 or 3
Cavalry 31 or 2
MG65

To Hit:

    5, 6 Targets in Open, March Column
    6 Targets (All other)

Notes:

1. Targets in entrenchments, emplacements can only be hit by small arms fire at 1/2 range or less. Plus you need 2 hits to get 1. (Round down)

2. Small arms do not affect armored cars or tanks.

ARTILLERY FIRE

UnitRange in HexesDice RolledFP (Number of dice rolled per stand
Field Guns1224
Heavy Guns1836

How to Fire:

1. Need to roll number of dice to see if banery zeroes in. Number rolled must total at least equal to range to target in hexes for effect.

2. If effective then roll FP dice to see how many hits are scored. Do this per stand in hex. To Hit:

    4,5,6 Targets in Open. March Column, Woods
    5,6 Targets in Town, Marsh
    6 Targets in Trenches. Emplacements

3. Each consecutive turn firing at same target modify dice-roll by:
+1 for Moving Target; +3 for Stationary Target; -4 for Target out of sight; +3 for Acquired

Stationary Target

Special Rules:

1. Heavy guns may not fire at adjacent hexes.

2. If target is an armored car or tank, then it always takes a 6 to hit. In addition, roll again per hit to see if it actually takes any damage.

Armored Car

    1-2 Nothing
    3-4 Mobility damage
    5-6 Knocked out

Tank +1 Modifier for Heavy Gun

    1-4 Nothing
    5 Mobility damage
    6 Knocked out

Each artillery hit on an enemy battery is re-rolled to see what is affected:

    1- Limber knocked out.
    2- Crew hit.
    3- Crew hit.
    4- Gun hit. Cut FP in half
    5- Gun hit. Cut FP in half
    6- Crew pinned down. Cannot fire next turn.

1. Some bridges, bunkers, etc. will be given point strengths for their ability to absorb bombardment. Each hit acheived calls for another roll to see how many damage points received.

    Field Guns - Roll 1 D6
    Heavy Guns - Roll 2 DG

When damage equals or passes point strength, target is destroyed.

CLOSE ASSAULT

1. Occurs when hostile stands are in the same hex. Before this can happen both sides morale must hold up.

2. Each stand rolls 1 D6 and adds all modifiers to it:

    For side with most hit boxes left +1
    For infantry v.s. cavalry attacking trenches/buildings +3
    For cavalry v.s. infantry in the open +3
    For any stand in March Column or any artillerymen - 2
    For side with Higher Morale level +1

3. High total wins the melee. Winner gets hex, loser checks morale but even if good falls back one hex from melee location.

Losses:
D6 RollWinnerLoser
Number of roster hit boxes lost in melee.
101
211
312
412
513
614

4. Armored cars and tanks don't actually melee in the close assault but overrun enemy. Roll 1D6: 1-3 Nothing 4-6 Inflict 1 enemy hit Hostile stand(s) each roll 1d6 and only inflict a hit on the vehicle with a 6. Roll again on Artillery chart for extent or kind of damage.

MORALE

1. Morale is checked when:


    a) Attempting a Close Assault
    b) Receiving a made Close Assault
    c) Taking losses
    d) Losing a Close Assault melee
    e) Attached leader killed
    f) Friendly unit within 3 hexes falls back from losing a Close Assault melee
    g) Removing pinned in order to move

2. Morale is always done by rolling a D6 and having to roll higher than units Morale Level.
Level 1 = Fanatical troops; 2 = Good troops; 3 = Average troops 4 = Shaky troops

Modifiers for Morale Checks (Add or subtract to DG die roll)

Attempting Close Assault

    +1 Leader inspires morale boost
    +1 Cavalry charging infantry/arty. not entrenched or in town
    +1 Armored car/tank attacking
    -1 Under MG/artillery fire
    FAIL and
    1 & 2 morale grade troops hold where they are.
    3 & 4 morale grade troops are pinned and must pass morale to even move next turn

Taking Losses

    +1 Leader inspires morale boost
    -1 Each stand already lost
    +1 Unit entrenched/in town
    +1 Unit won melee this turn
    FAIL and fall back one hex and take a Cohesion Roll

Attached Leader Killed

    -? Rating of the leader lost
    +1 Unit in defensive position such as trenches/town
    +1 Unit won melee this turn

Attempting to Become Unpinned

    +1 Leader inspires morale boost
    -1 Unit under MG/artillery fire
    FAIL and remain pinned in place

Receiving Close Assault

    +1 Leader inspires morale boost
    +1 Troops in defensive position such as trenches/town
    -1 Any morale grade over I being assaulted by armored car/tank
    -1 Any morale grade over 2 being assaulted by cavalry
    -1 Unit is artillery
    FAIL and fall back one hex and troops must take a Cohesion Roll

Losing a Close Assault Melee

    +1 Leader inspires morale boost
    -1 Outnumbered
    -1 Unit not entrenched/in town
    -1 Facing cavalry/AC/tank in open
    FAIL and fall back two further hexes and take a Cohesion Roll

Friendly unit within 3 hexes back from losing a Close Assault melee

    +1 Leader inspires morale boost
    +1 Unit in defensive position such as trenches/town
    -1 Unit is artillery
    FAIL and fall back one hex and take a Cohesion Roll

COHESION ROLLS (Roll a D6): Each time unit has to make a Cohesion Roll, it must beat its Morale grade with an unmodified die roll. If it does not - then remove a stand from the unit. These removals do NOT cause a new Losses Morale check. But they do count as stands lost on any future checks.

LEADERSHIP RULES

1. Each general/commander is rated between 0-3 for his ability, the higher the better.

2. To move troops within 15 hexes of any fighting, stands must expend 1 Command Point (CP) per hex. Leaders roll a DG plus their rating for how many CPs they receive that turn prior to movement. When CPs are used up, no more movement. No saving them up for next turn.

3. However, higher echelon leader can pass down CPs to lower ranking leader(s) at a 2 for 1 exchange. Example: Corps Commander has 7 CP this turn - so he could pass down 3 CPs to divisional officers.

4. Ranges for leaders to use or receive CPs is 3 hexes.

5. In order to boost morale, a leader must be attached to unit and then roll his Rating or less(D6).

5. Leaders can be wounded, killed, or captured.
a) If hex they are in takes small arms fire roll 2D6 hit on a 12.
b) If hex they are in takes artillery fire roll 2D6 hit on 11-12.
c) If hex they are in is in Close Assault, roll 1D6 hit on 6. Then roll for effect: 1D6 1-2- Killed

3- Seriously wounded, if in losing Close Assault melee - seized by enemy. 4- Wounded, will recover but evacuated. 5- Wounded, will recover but evacuated. 6- Slight wound, no effect.

MISCELLANEOUS RULES NOTES

1. When artillery stands fall back due to morale failures they limber up. If they cannot due to mobility problem or restricted terrain then guns are abandoned and stand is removed from game.]

2. If unit has a MG stand attached to it, then it does not have to be removed as losses/cohesion failure until unit has lost 50% of its strength. Then each stand lost roll 1D6: Odd- MG stand removed; Even- Player's choice. However if MG is separated from unit by more than one hex it can be taken out earlier by concentrated fire on it.

3. In the event a side has zero leaders lefl on the battlefield - a single D6 can be rolled and that many CPs issued to be used.

4. Artillery has ammo allotments and each bombardment costs 1 ammo. When out of ammo, artillery battery is useless. But you can elect to fire spotting or ranging rounds at stationary targets until they are acquired. These do no damage but do not count toward ammo expenditure either. Once ranged in, you can then bombard.

5. Stacking Within Hex: Limted to two infantry or cavalry stands OR one artillery or vehicle stand per hex. Leaders never count toward stacking.


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