NoRetreat Rules FINAL PDF
NoRetreat Rules FINAL PDF
RULE BOOK
TABLE OF CONTENTS
[1.0] INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . . 2
[10.0] COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
[6.0] SUPPLY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
[8.0] MOVEMENT. . . . . . . . . . . . . . . . . . . . . . . . . . . 7
[7.0] ORGANIZATION. . . . . . . . . . . . . . . . . . . . . . . 6
2011 GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com
2011 GMT Games, LLC
No Retreat!
[1.0] INTRODUCTION
Parts Inventory
one 22 x 36 mapboard
two 8.5 x 11 player aid sheets
one sheet of 88, 2-sided square units
one sheet of 56, 2-sided round markers
one Rule book
one Scenario booklet
55 Event Cards
One 6-sided die
Sample Units
Front
Setup or
Reinforcement
Code
Combat
Strength
Designation
Movement
Allowance
Optional
Unit
White =
Cannot Attack
Parenthesis =
No Zone of
Control
X = No Combat
Strength
Infantry
Fortified
Regional
Shock
Panzergrenadier or
Mechanized Infantry
Panzer or Tank
Infantry
Types
Armor Type
No Retreat!
Some units have no Movement Allowance (as a reminder
that they are immobile) and their Combat Strength is in
parenthesis as a reminder that they also have no Zone of
Control (as per Rule 8.5).
The Map
The Cards
The cards are a resource that can be used for many purposes including generating Random Events, or discarded
to pay for replacements, rail moves, or launching Counterblows.
Removed
in 1945
(5.5)
Card
Number
Axis Event
May only be
played if the
VP marker is
on its Drang
Nach Osten!
side (5.3.3)
Soviet
Event
Lay out the map between the players. The Axis player sits
along the west edge and the Soviet player on the east edge.
Each player takes a Combat Results Table sheet for their
side (they are also on the map). Then refer to the separate
Scenario booklet, choose a scenario, and follow its Setup
and Special Instructions.
No Retreat!
The Soviet player becomes the Phasing Player and repeats the above seven Phases, in order, that the Axis player
just completed.
Appropriate Timing
[5.3] Events
The cards have text above and below a bold line. The text
above the line with the Gray headline are Events playable
by the Axis player only, while the Events below the line
with the red headline are only playable by the Soviet player.
Thus, the effect of each card is different depending upon
who has it in his hand. Once played, cards are discarded.
[5.3.1] Event Effects: Events describe their exact timing
and use on the cards themselves. When not specified, that
Event may be performed at any time.
[5.3.2] Event Precedence: When there is a conflict between
Event text and the Rules, the Event text takes precedence.
[5.3.3] Initiative Events: Events with a German cross
(Balkenkreuz) symbol can only be played if the VP marker
is on its Drang Nach Osten! side (German initiative).
Events with a Soviet Star symbol can only be played
while the VP marker is on its Na Berlin! side (Soviet
Initiative).
All other Events (i.e., those without either of these symbols)
may be played throughout the entire game.
No Retreat!
[6.0] SUPPLY
Baltic Sea: Russian units may only use the Baltic Sea if
Leningrad is Russian controlled and Supplied. Axis units
may always use the Baltic Sea.
Black Sea: Useable by both sides. Note that the Sea of Azov
is not a Supply Source for either side.
No Retreat!
The Soviet player must discard only one card for each
Improvement. (Exception: Shock units, see 14.7).
[7.0] ORGANIZATION
The Axis player must discard two cards for each Improvement (exception: SS units, see 14.5 & 14.6).
DESIGN NOTE: It is cheaper to Replace (7.9) an eliminated
German Army than to Improve one.
It is also during his friendly Flip Step that the Soviet player
may convert (flip) his two-step Fortified infantry units
into mobile one-step Regional infantry units regardless of
their supply status, at a cost of one card discard. There is
no reward or penalty for this reversion.
No Retreat!
[8.0] MOVEMENT
Procedure
On Mud Game Turns (see the Turn Track) all units with a
Movement Allowance greater than 3 have their Movement
Allowance reduced to 3.
On Snow Game Turns, all units with a Movement Allowance greater than 4 have their Movement Allowance
reduced to 4.
The basic cost to enter a Clear hex is 1 MP. The cost to enter
other hexes can be higher, as listed on the Terrain Effects
Chart (TEC). Unlike in many other wargames, it costs no
extra MPs to cross river hexsides.
No Retreat!
When a unit does not have sufficient MPs left to pay the cost
to enter a given hex, it cannot do so. Exception: A unit that
has a Movement Allowance greater than zero can always
move one hex regardless of terrain or other costs. Rules
regarding Enemy Zones of Control (8.5.3) and Prohibited
hexes and hexsides still apply.
No Retreat!
is also occupied by a friendly unit (where it must still stop as
per 8.5.1). Otherwise, a unit must first leave an EZOC by
way of an uncontrolled hex and then continue moving.
[8.5.4] Negating EZOCs: In addition to allowing some limited infiltration movement (8.5.3), the presence of a friendly
unit negates an enemy-controlled hex for the purposes of
tracing a Supply Path (6.3) or when Retreating (10.7.5).
[8.6] Finland
[8.7] Yugoslavia
[9.2] Detraining
[10.0] COMBAT
The player who is initiating an attack is called the attacker and his opponent is called the defender in that
battle (regardless of the overall situation).
[9.1] Entraining
10
No Retreat!
[10.1.1] Voluntary Attacks Step: The Phasing Player declares first, noting for his opponent all the Target Hexes
that he will voluntarily attack that Phase. The following
units cannot participate in voluntary attacks:
Battle Preparation
Battle Procedure
1. Strength Step: Total the Combat Strengths of (respectively) the attacking units and the defending units.
2. Commitment Step: First, the
attacker (only) may announce his
commitment of one Combat Support (i.e., Blitz! or Shock!) marker to
the battle (if he has one available).
Then the attacker, followed by the defender, may each play
one Event card that is used during a battle, before the die
is rolled. Note that the defender makes his decision after
the attacker, with full knowledge of the attackers commitment decisions.
3. Initial Odds Column Step: Divide the attackers strength
by the defenders strength and express this as an odds ratio
No Retreat!
11
12
No Retreat!
No Retreat!
[10.7.5] Retreats: When required to retreat, the defender
must move his units two hexes further away from the
battle (i.e., they cannot zig-zag and end up retreating only
one hex further away), toward a friendly Supply Source if
possible, within these restrictions:
13
14
No Retreat!
Following the retreat/removal from the map of defending units after the application of a DR, DS, or DD combat
result, if the Target Hex was completely vacated, the attacking (non-Fortified) units may Advance After Combat.
This means that the attacking units may move into the
defenders newly vacated hex and possibly beyond.
An Advance After Combat expends no MPs, nor do
EZOCs affect it in any way; you just count the hexes.
A number of surviving attacking units up to the stacking limit (8.4.1) can always advance into and remain in
a defending units just-vacated hex.
[10.8.1] Multi-Hex Advance: Although the first hex advanced into must be a Defending units just-vacated hex,
units may further advance a second hex within the following restrictions:
During the New Game Turn Events Phase of Turn 15, the
Italian 8th Army is removed from play (Italy Surrenders).
If a red Russian unit occupies the Rumanian Oil Fields (adjacent to Bucharest), both Rumanian Armies are removed
from play.
No Retreat!
Event is performed and the Initiative marker is flipped
from its Axis Drang Nach Osten! side to its Soviet Na
Berlin! side. On this turn, both players check for a Sudden Death Victory; the Axis before the marker is flipped
and the Soviets after it is flipped and the VPs have been
recalculated (see 12.7).
15
If the Soviets do not win the game at the end of Turn 28,
the Axis player wins.
16
No Retreat!
The Initiative belongs to the Axis through Turn 11. During the Victory Phase of Turn 12, the following things
happen:
Check to see if the Axis player has won a Sudden Death
Victory (12.2). If not,
Place the Axis High Tide marker in the box
currently occupied by the Axis VP marker,
then
Remove the round Events VP marker from
the VP Track as its value is reset to zero (0) at this time,
then
Flip the VP marker over to its Soviet side (where the Initiative stays for the rest of the game). Adjust it to reflect
the Soviet players current score (12.7) and then check to
see if the Soviet player has won a Sudden Death Victory
(12.2).
[13.1] Weather
No Retreat!
17
18
No Retreat!
Except for the Finnish unit, Axis Allied units only have one
step. Some units are removed from play when:
No Retreat!
take the required step loss in an EX result.
Cost one card to flip to its front side.
This German unit has special defensive properties similar to that of the SS Panzer units
offense.
This unit always receives a one column shift to the left
when defending (only).
Unless attacking with the SS Panzer unit, this unit must
take any required step loss in combat whether attacking
or defending.
Cost one card to flip to its front side.
19
[14.9.4] Replacement Location: Eliminated and Surrendered units that are Replaced as per 7.4 (only, not Reinforcement or Recovered Shattered units) may, in addition
to those locations prescribed in Rule 7.1, also be placed in
a hex where there is a friendly Cadre unit that can trace an
overland Supply Path (6.1) to a friendly map edge. When
placed in that hex, that Cadre unit is removed from the
map and placed on the Turn Track as per 14.9.3.
20
No Retreat!
These Reminder markers are used to help players remember certain future or ongoing game conditions:
The 1 /2 Card Draw marker can be placed
on the current Game Turn on the Turn Track
as a reminder that one side is drawing fewer
cards that turn (e.g., the Soviets draw 1
card if Moscow is Axis controlled).
The No Sudden Death marker can be placed
on the next Sudden Death Game Turn on the
Turn Track as a reminder that an Event card
has been played to cancel a Sudden Death
Victory Check.
The Scorched Earth and Defensive Works markers appear
on the map, and their use is explained, by some Event cards (see
cards #07 and #41).
Control Markers
deck (as per 3.1 in this rule book). Place the three Weather
markers on their current/next available turns on the Turn
Track on their matching weather sides.
EXAMPLE: At the start of the Campaign Game, the Sept/Oct
marker would be placed in the Game Turn 3 box on its MUD
side, the Nov/Dec marker in the Game Turn 4 box on its SNOW
side, and the Mar/April marker in the Game Turn 6 box on its
MUD side.
[14.14.2] Its in Gods Hands: A weather cards Play Immediately Event only occurs when that card has been
revealed from the Draw Pile and cannot be negated or
canceled by the play of another Event.
[14.14.3] Weather Effects: Use the appropriate weather effects for the current Game Turn based its Weather markers
status.
Once per game during any Axis Reinforcement Phase on or after Turn 5, the Soviet
player may permanently removes a supplied,
non-stacked, Russian 4-3 Infantry Front from
the game and replace it with these two 3-2 Fortified Front
units in the same hex; or adjacent (not in an EZOC). This
process is not reversible.
The Soviets created many Fortified Areas during the war to
hold some sectors of the Front.
The weather during the March/April, September/ October and November/ December
turns (only) might deviate from what is
printed on the Turn Track.
[14.14.1] Set Up: Be sure to include cards #3235 in the
No Retreat!
[15.3.1] Which Units can Receive Support: The Phasing
Player can add the Combat Support marker to any one
supplied friendly unit at the end of his Movement Phase.
[15.3.2] Adding Combat Support to a Friendly Unit: To
add combat support to a friendly unit, simply put the
marker over it after its Movement Phase is done.
[15.3.3] Amount of Support Received: The Axis starts
with the marker on its +2 side, so two additional Strength
Points are added to that unit. The Soviets start the game
with the marker on its +1 side so one additional Strength
Point is added to the supported unit.
[15.3.4] Removing Support Markers: Each marker will
stay and move with his assigned unit until the unit next
Movement Phase, unless this unit is eliminated: then it is
removed from the map and put aside.
[15.3.5] Step Losses: The Combat Support markers are not
units and cannot be taken as step losses.
[15.6] No Surrender
21
This unit appears in the Soviet Rail Movement Box during the Reinforcement Phase of
Turn 4.
You can put it on the map during the Soviet Detraining
Phase, on any Axis unit in the USSR that is adjacent to
a supplied Soviet unit in Snow, Long Winter, or Mud
turns
When put on the map, it is flipped over to its Shattered
side: the Axis unit will be affected by it like a regular
Shattered marker.
It is then removed from play in the Axis Marker Removal
Phase, to arrive as a Reinforcement four turns later.
DESIGN NOTE: This rule simulate the disruption caused by
the occasional airborne operations and partisan activity behind
German lines.
22
No Retreat!
But the Soviet player can read the map, too, and sees
where this might be headed. It doesnt look good for his
units around Kiev, so he plays his Maskirovka Event
card to immediately bring an entrained Russian unit onto
the map. He wants to place it in the hex southeast of Kiev
(adjacent to both the Central and Bryansk Fronts) to keep
his supply lines from becoming tenuous and lending some
Counterblow fire-power if opportunity permits.
No Retreat!
This leaves the Axis player two Target Hexes to deal with.
He has one Blitz! marker that is not urgently required for
battles in the north, but he opts not to use it in his next attack, which he decides will be against the South Front in
Odessa (B). With a 9:3 (i.e., 3:1) ratio, and two shifts to the
left (2L), one each for the River and City terrain, youd think
the Axis player would desperately use a Blitz! marker at
this battle; but no! He has one more Event card up his sleeve
and plays it now: Heinz Guderian. Swift Heinz turns an
Axis attack into an automatic DR result, and that is exactly
what the Axis player wants. With nowhere to retreat, the
South Front is placed in the Destroyed Units Box, and the
Axis units advance through Odessa.
This leaves the German 4-4 6th Army to make an involuntary counterattack vs. the Counterblow from the Soviet
Central Front in Kiev (C). The attackers 4:5 ratio becomes
a 1:2 odds attack. Knowing that there are no shifts for terrain in a Counterattack, the Axis player could commit his
available Blitz! marker to bump the odds up to 1:1, but
again he decides not to.
Why? Because hes hoping for an indecisive result to keep
the Soviet unit in place so that it will be Unsupplied (and,
hopefully, removed from the map in that state) during the
upcoming Soviet players turn.
23
CREDITS
DEDICATION
The Axis player launches his 1:2 odds attack and the die
roll is a 1, yielding a CA result. The Soviet player seizes the
opportunity to launch a 5:4 ratio (1:1 odds) Counterattack
of his own, as shown in the next illustration.
Hoping to roll a 6, the Soviet player throws the die and
rolls a 3 for a CB (Counterblow): He would have to put
an Axis-colored Counterblow marker on the German 6th
Army (as it is the Phasing unit), and the Counterblow
would then have to be resolved next turn, during the
Soviet Combat Phase, like a regular card-paid Counter-
24
No Retreat!
INDEX
1945 Cards . . . . . . . . . . . . . . . . . . . . . . . . . 5.5
Abteilung Detachment Units. . . . . . . . . . . . 15.1
Advance After Combat. . . . . . . . . . . . . . . . 10.8
Alternate Supply Sources. . . . . . . . . . . . . . 6.2
Armor Advance Bonus. . . . . . . . . . . . . . . . 10.8.2
Armor-Type Units (Armor Shift). . . . . . . . 14.3
Axis Allies. . . . . . . . . . . . . . . . . . . . . . . . . . 11.3, 14.2
Blitz Markers: See Support Markers
Cadre Units. . . . . . . . . . . . . . . . . . . . . . . . . 14.9
Combat Strength. . . . . . . . . . . . . . . . . . . . . 2.3, 10.4, 10.5
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.0
Combat Odds Shifts . . . . . . . . . . . . . . . . . . 10.6
Combat Results. . . . . . . . . . . . . . . . . . . . . . 10.7
Control Markers . . . . . . . . . . . . . . . . . . . . . 14.13
Counterattack . . . . . . . . . . . . . . . . . . . . . . . 10.7, 10.7.2
Counterblows . . . . . . . . . . . . . . . . . . . . . . . 10.1.2, 10.7, 10.7.3
Discard Step . . . . . . . . . . . . . . . . . . . . . . . . 5.1
Disorganized Markers. . . . . . . . . . . . . . . . . 7.7, 7.9, 7.10
Draw Step. . . . . . . . . . . . . . . . . . . . . . . . . . 5.2
Events. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.3, 5.4, 6.5.5
Initiative Events (Balkenkreuz, Star). . . 5.3.3
EZOC (Enemy Zones of Control). . . . . . . . 8.5
Final Odds Column. . . . . . . . . . . . . . . . . . . 10.5
Finland . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.6, 12.7.2
Fortress Conversion . . . . . . . . . . . . . . . . . . 7.5
Fortified (Fort) Units. . . . . . . . . . . . . . . . . . 10.7.4, 14.1, 15.2
Game Turn Events. . . . . . . . . . . . . . . . . . . .13.4
High Tide Marker. . . . . . . . . . . . . . . . . . . . 12.4
Hitler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12.5
How to Win. . . . . . . . . . . . . . . . . . . . . . . . . 12.0
Improving Reduced Strength Units . . . . . . 7.1
Initial Odds Column. . . . . . . . . . . . . . . . . . 10.5
Initiative . . . . . . . . . . . . . . . . . . . . . . . . . . . 12.9, 12.10
Joker Event Card. . . . . . . . . . . . . . . . . . . . . 15.7
Kampfgruppe Units: See Cadre Units
Local Combat Support . . . . . . . . . . . . . . . . 15.3
Long Winter Turns . . . . . . . . . . . . . . . . . . . 13.1
Luftwaffe Unit. . . . . . . . . . . . . . . . . . . . . . .14.10
Mechanized Infantry Units. . . . . . . . . . . . . 14.4
Movement Allowance. . . . . . . . . . . . . . . . . 2.3, 8.1
Na Berlin!. . . . . . . . . . . . . . . . . . . . . . . . . . 5.5, 12.2, 12.4, 12.9
Objective Hexes . . . . . . . . . . . . . . . . . . . . . 12.7.3