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Red Winter rules summary

Setup: Set aside all units and markers with an asterisk in the upper right (Optional Rules). Units are placed on the map and on the Turn Track according to the chosen scenario. Setup locations and entry turns are in the upper right of the unit counters. Note that 5 Finnish units begin the campaign on their reduced side and have this information on that side. Units may not set up Dug-in, overstacked, or in a frozen lake hex. A number within a hex indicates the unit sets up within that many hexes of the listed setup hex. An empty hex means the unit starts stacked with any friendly unit. A colored circle indicates a special entry requirement. Place the Finnish Prov/TF-P unit beside the Turn Track. The Finnish player sets up first and the Soviet player goes first unless otherwise specified in the scenario. Terms: Most combat unit values are Combat Strength, Ranged Attack Strength (with range), and Movement Allowance. Infantry infantry companies, the Finnish engineer platoon, and the Finnish bicycle companies are infantry. MG, Mortar, and Infantry Gun units are not considered infantry. Movement: Units move individually [EXC: units that begin the Action Phase in a stack may move and/or Assault as a stack using the Movement Allowance of the slowest unit and paying the highest terrain cost for any unit in the stack. Units cannot be picked up or dropped off along the way]. Units may not enter an enemy-occupied hex unless that hex contains a lone leader (Pajari). A unit may always move (or Assault) one hex, regardless of terrain cost, except to enter prohibited terrain. Units may voluntarily move off the map edge via a friendly supply source hex or by Retreat via any map edge hex. Such units are removed from the game but dont count as eliminated. Extended Movement a unit that begins, stays on, and ends its move on road hexes, and is four or more hexes from all enemy units throughout the move, receives 2 extra Movement Points. Finnish Ski Bonus all Finnish infantry, MG, Mortar, and engineer units, and the Pajari leader, only pay 1 MP per frozen lake hex. Finnish AT units do not qualify. Terrain: A hex is considered to consist entirely of the terrain type which occupies the majority of the hex. Tolvajarvi village is the eight connected hexes of G18-G19, H18-H21, and I17-I18. The coastline, snowdrifts, and small gray islands depicted on frozen lake hexes have no effect on play. The Hotel is considered to be a Forest hex. When occupied by one or more infantry or MG units, the defenders ignore the first loss suffered in all Combats and Assaults. Units in the Hotel may still dig in. The Gravel Pit is considered to be a Forest hex. Units moving along a road only pay MP per hex. Road movement may not be used to enter eZOC pay the terrain cost instead. Terrain costs are listed on the Map Key. Stacking: Up to 5 units (a maximum of 3 which may be infantry companies) may stack together. Stacking is enforced during setup, at the end of each unit or stacks movement (including Retreat and Advance After Combat), and at the instant of an Assault. Zone of Control (ZOC): Every combat unit exerts a ZOC into the six adjacent hexes. Units must stop movement upon entering an eZOC (but can still Assault). Units that begin their Action Phase in an eZOC pay +1 MP to leave the hex. If the first hex entered is also in an eZOC, the unit must stop movement. Units may not use road movement to enter eZOC, but they may use it to exit the eZOC hex.

Hex Control: A hex is considered controlled by the player that was last to occupy the hex with a combat unit, or the last to exert an uncontested ZOC into the hex. Nationality markers can be used to identify control. Combat: Attacking an adjacent unit in the Combat Phase is called Combat. Combat is never mandatory. Combats are declared and resolved one at a time (not predesignated). You cannot declare a Combat against a hex that was the target of a previous Ranged Attack. All units in a defending hex must be attacked as a group. Only one defending hex may be attacked at a time. Each defending hex may only be attacked once per Combat Phase. Each unit may only conduct one attack during its Combat Phase. Attackers stacked together may attack different defending hexes. Soviet armored units may attack into terrain they are prohibited from entering, but not Assault such terrain. Combat is conducted as follows: 1. Declare your attacking unit or units and the defending hex. 2. Declare any offensive Supporting Fire you are committing to the Combat. 3. The defender declares any defensive Supporting Fire. 4. If Soviet armored units and Finnish AT gun units are involved (including situations where armored units are firing in support), AT Fire is resolved. 5. Resolve your Supporting Fire on the Ranged Attack Table, then the defender does the same. 6. Determine your Combat Ratio and apply any column shifts. 7. Roll two dice and apply losses called for on the Combat Results Table (there are no dice roll modifiers), defender first, either as Retreats or step losses. The #/# means attacker/defender losses. 8. You may Advance After Combat if the defending hex has been cleared. The Combat Ratio is the odds of the attacking vs. defending Combat Strengths. Ratios of greater than 6:1 are resolved as 6:1, and less than 1:4 are resolved as 1:4. Units with their Combat Strength in a black box (e.g., MGs) have that value doubled on defense. Units with their Combat Strength in parentheses cannot attack (but can defend). The Combat Strength of any attackers in frozen lake hexes or attacking across a bridge hexside is halved (totaling all such attackers, halving, and then rounding up). Soviet armored units have their Combat Strength halved on night turns (rounded up). Adjust the Combat Results Table column left and/or right as per the following cumulative modifiers: Combats (only): One column shift per Suppression marker in favor of the firing player. Concentric Attack Bonus gain a 1R column shift if your attackers occupy the two hexes on either side of the defending hex or three hexes evenly spaced around the defending hex. Combats and Assaults: Soviet units attacking into a frozen lake hex get a 3R column shift. Finnish units attacking into a frozen lake hex get a 4R column shift. If all attackers and defenders are in frozen lake hexes, the attack is shifted one column in the Finns favor. Finns stacked with the Pajari leader gain a one column shift whether attacking or defending. This applies even if Pajari retreated and is attacked again in the same phase. The attack has a 1L shift if the defending hex is Dug-in. The side with the Morale Bonus (per the Turn Track) gains a one column shift whether attacking or defending in Combat (two columns in an Assault). Soviet attacks gain a one column shift whether attacking or defending whenever one or more armored units contribute their Combat Strength. The Finns gain a one column shift whether attacking or defending during the turn in which they declare the change of Finnish Operational Stance (per the Campaign Game). Attacking Finns gain a 2R shift if the defending hex contains a Bonfire marker.

Assaults (only): The Finns gain a one column shift whether attacking or defending when an Assault is taking place in forest, suo, or a town hex. You assign losses to your own units, in any desired combination of Retreats and step reductions, starting with step reductions. The attackers must always take their first loss as a step reduction. The attackers must take all losses as step reductions in an Assault. Retreats: A loss taken as a retreat requires all involved units of the affected side to retreat one hex. Retreats are not counted in MPs. The retreating units do not have to go to the same hex. Units cannot retreat into prohibited terrain, nor end a Retreat overstacked. For each hex retreated, a unit follows these priorities, in order: 1. The hex will not result in eliminating a unit due to overstacking. 2. The hex will not result in moving the unit off the map edge. 3. The hex is not in an eZOC. 4. The hex is farther away from and no closer to any enemy unit that contributed its Combat Strength to the Combat. You choose the Retreat hexes for your retreating units. When both sides retreat, the attacker retreats in relation to the defenders original hex. Retreats otherwise can be in any direction (i.e., not towards a supply source). The maximum number of hexes a unit may Retreat is equal to its Movement Allowance, minus two. Units with a Movement Allowance of less than 3 cannot retreat. Units which retreat into an eZOC hex take one step loss to the retreating stack (not to each individual unit). The owning player chooses which unit in a stack takes the step loss. A retreating unit is not required to stop moving when it enters an eZOC. If two attacking units are adjacent and both retreat into the same hex in an eZOC, they are considered to be a stack and only take one step loss. When units that have retreated earlier in the same phase are attacked again, their Combat Strength is considered to be zero if their hex contains other units, or is halved (rounded up) if the hex only contains the retreated units. Retreated units cannot make Ranged Attacks during the same phase. Eliminated Units: An infantry company that was in supply when eliminated is placed in the Dead Pool Eligible for Reconstitution box. If out of supply when eliminated, or if the unit is not an infantry company, it is placed in the Dead Pool Permanently Eliminated box. Advance After Combat: If the defending hex is left vacant as a result of Combat, any attackers may advance into the hex unless they retreated to fulfill a loss. MP costs for terrain are ignored although prohibited terrain still applies. Advancing is optional, except for Assaults. Mortars, AT guns, and infantry guns may not advance. If the defender retreated more than one hex, the attackers may advance an equal number of hexes up to each units Movement Allowance, minus two. After entering the original vacated hex, the advancing units need not follow the same path. If an advancing unit enters an eZOC, it must stop and advance no further. If all defenders were eliminated (without electing to take to any losses as retreats), the attackers may only advance into the defenders vacated hex. Assaults: Take place during a unit or stacks move during the Action Phase by paying the cost of the enemy hexs terrain plus two additional MPs. Road movement cannot be used [EXC: Armored units]. The assaulting units do not actually enter the enemys hex and any penalties for the attackers terrain (e.g., frozen lake) apply to the hex from which the attackers launch the Assault.

Assaults may be done via the minimum movement rule if MPs are lacking. Units cannot Assault into prohibited terrain. The units can move from eZOC to eZOC and still conduct an Assault. Multiple stacks cannot Assault at the same time but the same defending hex may be Assaulted multiple times by different attackers in the same Action Phase. AT guns, mortars, and infantry guns may not Assault. Assaults are resolved as Combats, however neither side may commit any ranged fire support. The attacker must apply all Assault losses as step reductions. If the defending hex is vacated, the Assaulting units must Advance After Combat, with a multi-hex advance permitted. The Assaulting units are still eligible to attack adjacent enemy units during the Combat Phase. Ranged Attacks: Each unit resolves its Ranged Attack individually they cant be combined. A Ranged Attack targets an enemy-occupied hex, not an individual unit. Each unit can only make one Ranged Attack per Combat Phase. Units cannot perform a Combat and a Ranged Attack in the same phase. Effects of multiple Ranged Attacks vs. the same hex are cumulative. Direct Ranged Attacks must have Line of Sight (LOS) to the target hex. Indirect Ranged Attacks require a spotter. Such units have their Ranged Attack Strength in yellow. Supporting Fire can be from direct or indirect fire. The target hex must contain one or more enemy units which are participating in the impending Combat. Non-Supporting Fire targets a hex which will not be involved in a Combat during the same phase (with the primary goal to suppress that hex so that those units cannot provide Supporting Fire in an upcoming Combat). Ranged Attacks cannot be made against adjacent hexes, with one exception: The defenders units which are not in the defending hex may make a Ranged Attack into an adjacent hex as defensive support if: The attackers are in a frozen lake hex and The firing units are not in an eZOC, apart from the target hexs eZOC Suppressed units cannot make Ranged Attacks. When the attacking units are in multiple hexes, the defender chooses which hex of attackers will be his target hex for Supporting Fire, for the purposes of modifiers, range, and results. Ranged Attacks are resolved by rolling two dice and adding the firing units Ranged Attack Strength along with any applicable modifiers found on the Ranged Attack Table. Suppressed yields a favorable combat shift for the firer on the upcoming Combat. These column shifts are cumulative to a maximum of three columns in either direction. Suppressed markers are removed at the end of the Combat Phase. Step Reduction the target units cannot retreat in order to fulfill a step reduction from a Ranged Attack. If the defending hex is left vacated as a result of Ranged Attack, units that had previously declared Combat against that hex may advance into it, but no further. They cannot Combat a new hex. Firing units utilizing a spotter which is not adjacent to the target incur a -1 DRM. Mortars and infantry guns may spot for themselves and gain a +1 or +2 DRM, respectively. Any friendly unit or leader can be a spotter. Spotting does not affect a units ability to perform other functions such as Combat or Recovery. A unit may spot for multiple firing units. The spotter must have LOS to the target but does not require LOS to the firing unit. LOS is blocked by every terrain type except for frozen lake. LOS is traced from hex center to hex center and is unaffected by roads. Friendly units block LOS for direct fire Ranged Attacks but not for indirect fire or spotters. If blocking terrain lies along a hex spine, the LOS is blocked only if blocking terrain is found on both sides of the hex spine, even if at different points along the LOS path.

Hexes containing blocking terrain are considered to be filled with that type of terrain, regardless of the map depiction. Maximum LOS ranges are printed on the Turn Track. Anti-Tank Fire: Finnish AT guns (noted by a red-boxed AT Fire Range following their normal Range) may fire at Soviet armored units at any time during the Combat Phase using the Anti-Tank Fire Table. However, if the target armored units hex will be involved in a Combat that phase, the AT Fire must be resolved as part of the Combat procedure. AT Fire may be performed against adjacent targets or at a range of 2 hexes. An AT gun that performs AT Fire cannot also perform a Ranged Attack in the same phase. The AT gun may make one attack roll for each strength step it currently has (e.g., a 2-step unit rolls 2 dice at full strength or 1 die if reduced). A 2-step unit may fire at two different targets, declaring each target prior to each roll. Declare a target, roll a die, consult the Anti-Tank Fire Table, and apply any modifiers listed on the table. Armored units that are declared for support in a Combat are still legitimate targets for AT Fire. In an Assault, AT Fire is only allowed from within the defenders hex. AT guns may use AT Fire when targeted by Non-Supporting Fire from armored units. The same AT gun may use AT Fire multiple times per phase if the situations occur. AT guns may use AT Fire (at any range) even while in eZOC. Special Units: Armor the four Soviet armored units are not used in all scenarios. Armored units ignore all eZOC except for Finnish AT guns. Armored units only suffer step reductions from Assaults, Night Raids, and AT Fire. Losses from other sources cannot be assigned to armored units to ignore if there are non-armored units in the same stack. In Combat, armored units ignore all losses although they may voluntarily retreat in response to losses. If a loss as the result of combat is taken as a Retreat by a mixed stack of units, any armored units in the stack may retreat as well, although they dont have to do so. Armored units cannot retreat to satisfy losses when defending against an Assault. Step reductions taken in an Assault are distributed between armored and non-armored units as the Soviet player sees fit. Overrun armored units may use the road movement cost when assaulting a target hex. If the target hex is vacated of defenders, the armored units may continue to move and/or Assault with any remaining MPs. This can be tracked using the MPs Remaining marker on the Information Track. Armored units may use road movement and/or Extended Movement but they must pay additional MPs for using secondary roads/trails (this is noted by their Movement Allowance in an orange box). Tanks pay 1 MP extra and the BA-10 armored car unit pays 2 MPs extra to use secondary roads/trails. Armored units may not leave the roads except to enter village hexes. Armor Commitment unless specified otherwise in the scenario, the following applies to all scenarios which include any of the final four days of the battle: The armored units are Variable Reinforcements. At the start of every Soviet Action Phase starting with turn 6, the Soviet player may commit some, all, or none of the armored units. The Finnish player is awarded a number of VPs for every armored unit committed equal to the circled red number on the Turn Track based on the turn of entry. Anti-Tank (AT) Units they are capable of Combat and Direct Fire Ranged Attacks as well as AT Fire. Pajari the Finnish leader qualifies for Extended Movement and Double Movement on night turns. He is not considered a combat unit and does not count towards stacking limits, nor does he exert a ZOC when alone in a hex. He cannot Dig In although he may occupy a Dug-in hex normally. Units stacked with him gain a favorable one column shift in Combats and Assaults. This bonus applies even if he has retreated and is attacked again in the same phase. He can retreat and advance along with other stacked units.

Friendly units gain a +1 DRM to Recovery when stacked with Pajari, even after he moves into their hex, but he cannot move or participate in a Night Raid after he is used to provide this bonus. He cannot be rebuilt if eliminated. He cannot be voluntarily eliminated to satisfy a loss or step reduction. If Soviet units enter a hex occupied only by Pajari, the Finnish player may move him to the nearest Finnish combat unit, choosing if multiple hexes are equidistant. When alone in a hex, he cannot be attacked or assaulted. He can only be eliminated by being forced to retreat into an eZOC or when all units in his hex are eliminated while out of supply. When either event occurs, the Finnish player rolls a die. On a 1, Pajari is removed from the game. Otherwise he is placed with the nearest friendly unit, as above. Artillery these units are held offboard, performing spotted indirect fire with unlimited range. They are flipped to their Fired side after firing and are flipped back in their owners Reset Phase. Both sides track their 76mm Ammo with markers on the Information Track. Each offboard 76mm artillery Ranged Attack expends one point of ammo. Ammo is allocated by scenario and on the Turn Track. The three red Soviet artillery units (122mm and 152mm) do not track ammo. After one of these units makes an attack, roll a die and place the unit on the Turn Track that number of turns in the future to indicate when it will be available again. Soviet Artillery Park the instant that a full strength Finnish infantry unit enters X28, the Finnish player may remove this unit from the game and trigger two events: a) The three red Soviet artillery units are removed from the game, even if it is before turn 9. b) The Soviet player loses half of his 76mm ammo (rounded down), removes one off-map 76mm artillery unit from the game, and places his remaining 76mm artillery units on the Turn Track 5 turns ahead of the current game turn. Event a can be triggered only once. Event b can occur up to once per game turn. Voluntarily removed Finnish units are not considered to be eliminated for VP purposes. Finnish Night Raids do not trigger this event. Finnish Artillery Park the instant a Soviet infantry unit enters the Finnish supply source hex, all Finnish artillery units are removed from the game. Mortars and Infantry Guns they are flipped to their Fired side after making a Ranged Attack and are flipped back in their owners Reset Phase. Mortars and infantry guns cannot Advance After Combat. They may retreat normally. Finnish Engineer Platoon treated as a normal infantry unit except that it may Dig In in a single turn and may do so even in an eZOC so long as it is stacked with one or more friendly units (other than Pajari). Finnish Bicycle Battalion these three units have a bicycle symbol and are treated as normal infantry. Finnish Provisional Company the Prov/TF-P unit is placed beside the Turn Track and can only enter play during the Campaign Game after the following conditions are met: It is day 2 (Dec. 9) or later. One or more Soviet units have moved into or west of hex column letter I at any point in the game. Pajari is within 4 hexes of Lutikkamokki. The Finnish player places the unit with or adjacent to Pajari during his Action Phase. Both Pajari and the unit must be in supply and not in an eZOC. Both have their full movement points and the unit arrives at full strength.

Reinforcements: Reinforcements enter as per the Turn Track via a friendly supply source hex at any time during the owners Action Phase, paying the movement cost for the entry hex. Reinforcements may enter in an eZOC. They may use Extended Movement or Assault. The two Finnish companies with -2MP on their counters have their MPs reduced on their turn of entry. Soviet units with a green entry box enter at X1 instead of the supply source hex. X1 is not a supply source, so these units may be out of supply after entering. Reinforcements may be voluntarily delayed to a later turn. If a reinforcements entry hex is enemy-occupied, the unit enters at any hex along the same map edge that is within 3 hexes of the entry hex, and its entry is delayed by one turn. Units scheduled to enter on night turns are allowed to use road movement, Extended Movement, and Double Movement, if otherwise eligible. Replacements: Replacement Points (RPs) are indicated on the Turn Track. They must be spent that turn or are lost. They can only be spent on infantry. For each RP expended during your Reset Phase, flip one of your reduced units to full strength. The unit must be in supply. The unit can be in an eZOC, if still in supply. Spending 2 RPs lets you bring back a previously destroyed infantry unit in the Dead Pool Eligible for Reconstitution box at reduced strength, or at full strength for 3 RPs. Place the unit in any hex within 10 hexes of a friendly supply source, 4 or more hexes from all enemy units, and in a hex that would put it in supply (or place it on a friendly supply source). Or place the unit on any future game turn on the Turn Track to enter as a reinforcement. Recovery: Reduced infantry companies (only), as their only action during the Action Phase [EXC: build a Bonfire], can roll a die and consult the modifiers on the Recovery Table. If successful, the unit is flipped to its full strength side. The unit cannot be in an eZOC. It does not need to be in supply, although there is a modifier if not in supply. Digging In: An infantry, engineer, or MG unit may dig in as its only action during the Action Phase. The unit may not be in an eZOC [EXC: the Finnish engineer, Night turns], nor in a frozen lake hex. The unit may still perform Ranged Attacks. You are limited by the number of Dug-in markers for your side. You may voluntarily remove your Dug-in markers at any time. Place the Digging In marker on the unit. Flip it over to Dug-in after digging in on a future action. Once a Dug-in marker has been placed, all units in the hex and that enter the hex receive its benefits. If none of your units are in your Dug-in hex, remove the marker. Units may dig in during a single action during a night turn, even if in an eZOC. Supply: Supply is checked at four instances during the game: A unit must be in supply to receive a Replacement Point. A unit receives a -1 DRM if out of supply when attempting Recovery. A unit which is out of supply when eliminated is placed in the Dead Pool Permanently Eliminated box. In some scenarios, a unit must be in supply to qualify for occupying an objective hex. Soviet units must trace a path of no more than four hexes to a road hex, then along a path of contiguous road hexes back to a friendly supply source. The path cannot enter an enemy-occupied hex or an eZOC, although friendly units negate eZOC in their hexes for the purpose of tracing supply. Finnish units must trace a path of any number of contiguous hexes of any terrain type, free of enemy units and eZOC, back to a friendly supply source. Friendly units negate eZOC in their hexes for the purpose of tracing supply. The supply source symbols for each side are printed on the map, red for the Soviets, blue for the Finns.

Night Turns: Units may move, Assault, and engage in Combat with the following special rules: Recovery attempts are at a +1 DRM Ranged attacks are at a -2 DRM Units may become Dug-in in a single turn and may even do this in an eZOC Soviet armored units have their Combat Strength halved Finnish infantry companies may conduct Night Raids Double Movement a unit which does not begin its Action Phase in an eZOC has its Movement Allowance doubled for the night turn. This may be used with road movement, Extended Movement (for 2 additional MPs), or to perform an Assault. Retreat and Advance Limits are not doubled. Bonfires Soviet units that are currently 4 or more hexes from all enemy units and not in a frozen lake hexes may be placed under a Bonfire marker. The units may also attempt Recovery. Units under a Bonfire can do nothing during their Combat Phase. The markers are removed at the end of the SubZero Loss Phase or at the instant that the units under the Bonfire retreat or are eliminated. Any number of Bonfires may be built; the counter mix is not a limit. Units which enter a hex with a Bonfire marker are placed on top of the marker and do not benefit from its effects. Skull Markers Finnish units or stacks that conduct a Combat, Assault, or Night Raid are marked with Skull markers. If multiple stacks end up in the same hex, they are marked with a single Skull marker. Finnish units do not receive the markers for being attacked. Sub-Zero Loss Table in the Sub-Zero Loss Phase of each night turn, all Soviet stacks [EXC: offboard artillery] not under a Bonfire marker and all Finnish stacks under Skull markers must roll on this table and apply any DRMs. Each stack makes a roll not each unit. When applying step reductions, the owner may apply them to any units in the affected stack as he sees fit. Finnish Night Raids: The Finnish player may conduct one Night Raid per night turn. Up to 3 full strength infantry units, with or without Pajari, may conduct the raid provided they begin their Action Phase stacked together or positioned so that each unit is adjacent to every other participating unit and if none are in eZOC. The target hex must be at least 4 hexes from all Finnish units at the start if the phase. The raiding units cannot perform any other action during the phase. Dug-in raiders do not lose their Dug-in status. The raiders must be able to trace a path free of enemy units and eZOC to the target hex. The target hex must be no more than 18 MPs from any of the raiders. Do not include the cost to enter the targets hex and do not pay the +2 MPs for conducting an Assault when making this calculation. Road movement can be used. The Hotel cannot be the target hex. Night Raids are conducted as follows: 1. Designate the raiding units. 2. Designate the target hex. 3. Roll on the Finnish Night Raid Table, applying all applicable DRMs. The result will show either success (with how many column shifts will apply) or that the raiders became lost. 4. If the roll was a success, calculate the Combat normally. If the final hex in the raiders path is a frozen lake, or across a bridge hexside from the target, the Finns halve their Combat Strength normally. Apply any column shifts from step 3 and resolve the attack with no other modifiers. Support is not allowed. All losses on both sides must be taken as step reductions. 5. The raiders are returned to their original hexes (their counters are never actually moved) and each unit is marked with a Skull marker. If the raiders are in a stack, mark them all with the Special Night Raid marker, denoting that each unit in the stack must roll on the Sub-Zero Loss Table individually.

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