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NoRetreat Rules FINAL PDF

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0% found this document useful (0 votes)
133 views24 pages

NoRetreat Rules FINAL PDF

Uploaded by

fcord
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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No Retreat!

The Russian Front: 1941-1945

RULE BOOK
TABLE OF CONTENTS

[1.0] INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . . 2

[9.0] RAIL MOVEMENT. . . . . . . . . . . . . . . . . . . . . . 9

[3.0] SETTING UP THE GAME. . . . . . . . . . . . . . . . 3

[11.0] MARKER / UNIT REMOVAL. . . . . . . . . . . . 14

[2.0] GAME EQUIPMENT . . . . . . . . . . . . . . . . . . . . 2


[4.0] SEQUENCE OF PLAY. . . . . . . . . . . . . . . . . . . 3
[5.0] THE CARDS. . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

[10.0] COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

[12.0] HOW TO WIN. . . . . . . . . . . . . . . . . . . . . . . . . 14


[13.0] GAME TURN EVENTS . . . . . . . . . . . . . . . . . 16

[6.0] SUPPLY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

[14.0] SPECIAL UNITS . . . . . . . . . . . . . . . . . . . . . . . 18

[8.0] MOVEMENT. . . . . . . . . . . . . . . . . . . . . . . . . . . 7

[16.0] COMBINED EXAMPLE OF PLAY. . . . . . . . 22

[7.0] ORGANIZATION. . . . . . . . . . . . . . . . . . . . . . . 6

[15.0] OPTIONAL RULES. . . . . . . . . . . . . . . . . . . . . 20

2011 GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com
2011 GMT Games, LLC

No Retreat!

[1.0] INTRODUCTION

No Retreat! is a two-player grand strategic level wargame


depicting the struggle between the Axis powers and the
Soviet Union during World War 2 from the start of Operation Barbarossa on June 22, 1941 (the invasion of Russia)
to the final surrender of Germany in 1945.

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

Square (High Tide, Weather and Victory Points) and round


(Blitz!, Shock!, Disorganized, Unsupplied, Game Turn,
Target, Counterblow, Support and Control) markers have
also been provided to help players remember certain information during play.
The five counters on the next-to-last row of round game
pieces will be used in an upcoming Solitaire module, to be
published in a forthcoming issue of C3i Magazine.

Sample Units

Units (as opposed to markers) have information printed on


them as shown below, representing their capabilities.
German units have two steps each and are full-strength
on their front side and reduced-strength on their reverse
side.

The following abbreviations are used in these rules:


CRT: Combat Results Table
EZOC: Enemy Zone of Control
MP: Movement Point
TEC: Terrain Effects Chart
VP: Victory Point
ZOC: Zone of Control

Russian units all begin the Campaign game as one-step


units with their red side being the improved version of
their brown sides. Later, most will upgrade to two-step
units with their red side as full-strength and brown side
as reduced-strength.
Back

Front
Setup or
Reinforcement
Code

[2.0] GAME EQUIPMENT

Combat
Strength

[2.1] Game Map and Scale

The game map represents that portion of European Russia


where the major campaigns took place. A hexagonal grid
has been superimposed to regulate movement and the position of the playing pieces. A unit must always be located
in a specific hex. Explanations of the terrain features are
found on the Terrain Effects Chart.
Each hex is equivalent to 100 kilometers from side to side.
Each turn represents two months of real time, except the
first turn (two weeks), and in 1945 (one month).

[2.2] Game Charts & Tables

Various game aids are provided for the players in order


to simplify and illustrate certain game functions. These
include the two Combat Results Tables, the Terrain Effects
Chart, the Game Turn Track, and the Victory Point Track.

[2.3] Playing Pieces

The playing pieces represent actual military units that


fought in this campaign. The numbers and symbols on
them indicate their strength and type.
The Axis (a.k.a. German) player controls the German
Army (gray/green) and Axis Allied Rumanian/Hungarian/Italian/Finnish (blue) units. The Soviet (a.k.a. Russian) player controls all Soviet (brown/red) units.

Designation

Movement
Allowance

Optional
Unit
White =
Cannot Attack

Parenthesis =
No Zone of
Control

X = No Combat
Strength

Unit Type Symbols


Infantry

Fortified

Regional
Shock

Panzergrenadier or
Mechanized Infantry
Panzer or Tank

Infantry
Types

Armor Type

Combat Strength measures a units value in battle as


expressed in Strength Points. Some units have outlined
(white) Combat Strengths, indicating that they usually
cannot attack (but see 10.1.2).
Movement Allowance determines how far that unit can
move each turn as measured in Movement Points (MPs).

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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).

Unit Size & Designation

All German and Axis units generally represent Armies of


80,000 to 120,000 men and their equipment.
Soviet Units generally represent Fronts (Army Groups) of
about 130,000 to 210,000 men and their equipment. Soviet
Tank units represent Armies plus an amalgamation of supplies and support equipment from various Fronts.
Unit Designation is the historical name of that formation
(e.g., Army or Front) and used to identify it.

The Map

The map is divided into hexagons (called hexes for


short), which define a units positions just like the squares
of a chessboard. The map also shows important terrain
such as cities, marshes, forests, mountains, major rivers
and so forth.

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)

[4.0] SEQUENCE OF PLAY

How the Turns Work: Each Game Turn consists primarily


of an Axis Player Turn followed by a Soviet Player Turn.
During each players turn, several Phases (e.g., movement
and combat) are conducted in a strict sequence. All actions
in one Phase must be completed before the next Phase begins. Before both players have conducted their respective
Player Turns, a mutual Housekeeping Phase is conducted
to organize things for the next Game Turn.
My Turn; Your Turn: The player who is currently conducting his Player Turn is called the Phasing Player. His opponent is known as the Non-Phasing Player.

New Game Turn Housekeeping

A. Advance Game Turn Marker: Advance the Game Turn


marker on the Turn Track or, if the 28th turn was just completed (or possibly the 22nd (see 12.4), the game ends and
the winner is determined.
B. New Game Turn Events Phase: Any Event listed on
the Turn Track for the new Game Turn (i.e., the box the
Game Turn marker was just moved into) is noted and,
if applicable (e.g., a unit removal or VP Event), is also
applied at this time (see 13.5 for a complete listing and
explanations).
C. New Game Turn Victory Phase: If a red-lettered Turn
Event is listed, the Soviets immediately score one Victory
Point (1 VP).

Card
Number

Objective Victory is checked every turn and Sudden Death


Victory is checked on turns denoted by a skull symbol.
During this Phase of Turn 12, the Initiative shifts (12.9).

Axis Event

Axis Player Turn

May only be
played if the
VP marker is
on its Drang
Nach Osten!
side (5.3.3)

Soviet
Event

[3.0] SETTING UP THE GAME

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.

1. Card Phase: The Phasing Player must discard down to


two cards and then draws four more cards.
2. Supply Check Phase: Unsupplied markers are placed
on both sides units that cannot trace a valid Supply Path
at this time.
3. Organization Phase: The Phasing Player brings on
Reinforcements, takes Replacements, upgrades his units,
and returns his Shattered units to the map.
4. Movement Phase: The Phasing Player may move his
units on the map, including moving them off the map to
the Rail Movement Box.
5. Combat Phase: All Voluntary, and then all Involuntary,
Battles are declared and resolved as per the Battle Sequence
in any order the Phasing Player desires.
6. Marker/Unit Removal Phase: All units still Unsupplied,
various markers, and Surrendered Axis Allied Army units
are removed from the map.
7. Detraining Phase: The Phasing Player may put his units
in the Rail Movement Box back on the map.

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No Retreat!

Soviet Player Turn

The Soviet player becomes the Phasing Player and repeats the above seven Phases, in order, that the Axis player
just completed.

[5.0] THE CARDS

Cards are drawn, one by one, during a players Card Phase


from a Draw Pile. After their use, played cards are placed
face-up in a Discard Pile. The Discard Pile is reshuffled
when there is only one card left in it (that card is not drawn!)
or when instructed to by the play of certain Events. You
cannot examine the Discard Pile unless instructed to do
so by an Event Card.

Appropriate Timing

Events must be played when their corresponding actions


are performed according to the Sequence of Play (4.0).
EXAMPLE: You must play a card that gives you a free unit
upgrade during your own Organization Phase, not during your
opponents Combat Phase.
Card play itself is sequential; that is, cards are resolved in the
order that they were played unless they conflict, in which
case the card played last takes precedence.
EXAMPLE: The Axis player wins a crucial battle and plays
his General Staff card to add one additional (+1) hex to the
Advance After Combat of all his Attacking units. The Soviet
player then plays his Rasputitsa card. Now the Axis Advance
After Combat is limited to only 1 hex.
Had these cards been played in the opposite order, the Axis would
be reduced to a 1 hex Advance from the Soviet card, plus + 1
hex for the Axis card for a total of 2 hexes. Thus, both cards are
applied in the order played.
If both players play a card at the same time, the player
whose side has the Initiative (12.9) decides their play order;
either his card first, or his opponents.
Once is Enough: Because cards can be retrieved from the
Discard Pile and reused, this rule applies: The exact same
Event cannot occur twice during a single Player Turn.

[5.1] Discard Step

The Card Phase begins by discarding. A player can only


retain two cards in his hand before drawing, so he must
discard any excess cards in his hand at this time.

[5.2] Draw Step

After discarding (if required) during the Discard Step, a


player draws four cards from the Draw Pile and adds them
to his hand. The following conditions can affect a players
per turn Draw Rate (DR):
1 Soviet Card each if the Axis controls Moscow OR the
Caucasus oil field (along the southeast map edge).

1 German Card if the Soviets control the Rumanian oil


field (near Bucharest).

[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.

[5.4] Other Card Uses

Besides their use in triggering Events, cards may be spent


(discarded) to pay for Replacements, additional Rail Moves,
recovery from Disorganization, and to launch Counterblows during the Enemy Players Combat Phase.

[5.5] 1945 Cards

Some cards have a Red-barred 45 number in the upper


left corner: these will be removed from the deck in 1945,
and replaced by the Green-circled 45 cards. The Greencircled 45 cards are not put in the deck before Turn 23,
Jan 1945. Add those cards to the deck during the Na Berlin!
(On to Berlin!) Setup Procedure:

On to Berlin! Setup Procedure

During the Housekeeping Phase at the start of Turn 23


(January, 1945), perform all of the following in order:
1. Out With the Old: Each player sorts through the cards
in his hand and the respective Draw and Discard Piles and
removes from play all of the Red-barred 45 cards. Set them
aside, they are no longer in play.
2. In With the New: Shuffle together the now purged Draw
Pile, Discard Pile and the Green-circled 45 cards to form
a new Draw Pile.
3. As You Were: Play then continues. The Axis player will
conduct a normal Card Phase at the start of his turn.

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No Retreat!

[6.0] SUPPLY

During this Phase, both players check the supply status of


each of their on-map units. The Phasing Players units are
checked first followed by the Non-phasing Players units.
The timing can be important as unsupplied units lose their ZOCs
immediately when marked; see 6.4.

[6.1] Overland Supply Path

A unit is in supply if it is able to trace a valid Supply Path


to a friendly supplied City hex or to a friendly map edge.
A Supply Path is traced from the unit requiring supply no
more than four hexes in length (i.e., no more than three
intervening hexes) to the Supply Source.
Cities and Supply: A City hex is friendly if a friendly
unit was the last to enter or pass through it, or it began
that scenario as a friendly supplied City hex. A City hex is
supplied if it is able to trace a valid Supply Path of unlimited
length from itself to a friendly map edge. A friendly map
edge is the west (dark gray) edge for the Axis, and the
east and south (red) edges for Russians. The path from a
city must be in a Westerly direction only for the Axis (West,
Southwest and Northwest), and an Easterly direction only
for the Soviets (East, Southeast and Northeast).

EXAMPLE OF SUPPLY: The German 16th Army can trace a


valid Overland Supply Path four hexes back to Riga, an Axisfriendly city (6.1); this Supply Path must be traced across a
Prohibited hexside at Lake Peipus, which is permitted (6.3).
The (one-step) German 18th Army can trace its Supply Path to
the 16th Army (an adjacent supplied unit is an Alternate Supply
Source if it can trace an Overland Supply Path, as per 6.2).
With Smolensk cut off from the Axis, the German 4th Panzer
Army cannot trace a valid Supply Path (as shown by the yellow arrows) and so is tagged with an Unsupplied marker. It
cant trace through the 18th Army in a chain back to the 16th
Army, as the 18th Army does not, itself, have an Overland
Supply Path.
The Soviet Kalinin Front can trace an Overland Supply Path
directly to the eastern map edge (denoted by the red border).
Note that the Axis Finnish Army projects no Zone of Control
to hinder that Supply Path as it is a Fortress unit.

DESIGN NOTE: The exclusive directions simulate each sides


Rail Net capabilities.
Direct Supply: A unit can also trace a Supply Path of no
more than four hexes directly from itself to a friendly
map edge.

[6.2] Alternate Supply Sources

There are three types of Alternate Supply Sources: Seas,


adjacent friendly units that have an Overland Supply
Path, and Minor Countries. Units that use an Alternate
Supply Source are in supply, but these do not constitute
an Overland Supply Path.

Seas as a Supply Source

A unit on a coastal hex can use the sea as a Supply Source.


Units cannot trace to a seathey must be on the coastal
hex. The following restrictions apply:
Caspian Sea: Russian units only.

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.

Leningrad can also trace an Overland Supply Path: its first


hex would be through Lake Ladoga (again, a Supply Path can
be traced across and through Prohibited hexes, including this
large Lake hex), and its second hex through the one occupied
by the Kalinin Front (since friendly units negateEZOCs for the
purposes of tracing a Supply Path; 6.3), and from there along the
same route as the Kalinin Front traced its Supply Path.

Adjacent Units that have an Overland Supply Path

An adjacent friendly unit that can, itself, trace an Overland


Supply Path (6.1), can serve as a Supply Source.

Minor Countr y Supply Source

The Finnish unit is always in supply in Finland and the


Yugoslav units are in supply in the two Balkans areas.

[6.3] Blocking Supply Paths

A Supply Path is always blocked by enemy units.


Enemy Zones of Control (see 8.5) also block Supply Paths
unless there is a friendly unit in that hex. That is, friendly
units negate Enemy Zones of Control for the purposes of
tracing a Supply Path.
Note that Prohibited terrain (Lake hexes and hexsides)
does not block Supply Paths.

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No Retreat!
The Soviet player must discard only one card for each
Improvement. (Exception: Shock units, see 14.7).

[6.4] Unsupplied Markers

When a unit is found to be Unsupplied during


the Supply Phase, place an Unsupplied marker
on it to denote its precarious status.

Important: this rule applies to non-Fortress units only


on or after Turn 17 (see 7.3); prior to that, all other Soviet
units have only one step.

[6.5] Unsupplied Effects

A unit with an Unsupplied marker is thus affected:


[6.5.1] Organization: See 7.0.A: Ineligible for The Flip
Step.
[6.5.2] Movement: Its Movement Allowance is reduced to
a maximum of 3 MPs.
[6.5.3] No Zone of Control: It loses its Zone of Control for
all purposes.
[6.5.4] Combat: It never receives an Armor Bonus when
attacking (10.6.3), cannot conduct a Multi-Hex Advance
(10.8.1), awards units attacking its hex two shifts to the right
on the CRT and, if eliminated is placed in the Surrendered
Units Box (10.7.1).
DESIGN NOTE: There is no penalty for attacking Out of
Supplyonly for defending. Because of the structure of the
Sequence of Play you get one turn to get out of the pocket your
opponent created!
[6.5.5] Events: Certain Events apply only to Supplied forces.
This means the unit or, if more than one unit is involved, at
least one unit on the receiving side, must be in supply.
[6.5.6] Removal: Units that remain Unsupplied are eliminated during the Removal Phase (as per 11.1).

[7.0] ORGANIZATION

In this Phase, the following Steps must be performed in


order:
A. Flip Step: Educate and Improve units
B. Placement Step: Reinforce, Replace and Recover units

C. Reorganization Step: Pay to remove Disorganization


markers

A. The Flip Step

Important: Only units that can trace an Overland Supply


Path (6.1) may be Improved (7.1) or Upgraded (7.2).

[7.1] Improving Reduced-Strength Units to


Full-Strength

Only two-step units currently on the map on their reduced


side can be Improved (flipped over) to their full-strength
side. The following cost is incurred for each unit:

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.

[7.2] Free Soviet Upgrades Education

Starting on Turn 6, the Soviet player can


Upgrade one unit for free (i.e., no card cost)
per Soviet Organization Phase. An upgraded
Soviet unit is flipped to its stronger, red-colored side.

[7.2.1] Free Soviet Unit Experience: Starting on Turn 13,


the Soviet player can Upgrade two units for free per Soviet
Organization Phase.
[7.2.2] Upgraded, but Brittle: Even after Upgrading, those
stronger (red) Russian units still have only one step until
Turn 17 (see 7.3, below).
Thus, as Upgraded one-step units, when they are eliminated, they are placed in the Destroyed or Unsupplied boxes
on their red (one-step) side and will return, when replaced,
on that same side. However, they are considered two-step
counters for removal to the Surrendered Holding Box (see
rules 10.7.1 and 11.1).

[7.3] Strong and Robust:

Starting on Turn 17, Soviet units cease to be brittle


(one-step units as per 7.2.2) and become robust (twostep) units with a (red) full-strength side and a (brown)
reduced-strength side.
[7.3.1] No more Upgrades: Starting on Turn 18, Soviet units
cease to have free upgrades.
This simulates the Late War Soviet Manpower problems.
DESIGN NOTE: Thus, on Turn 17, Russians begin to function
much like Axis multi-step units. As per Rule 7.9.2, however,
this means a brittle (red) one-step red unit that is eliminated on
Turn 16 would be replaced on its one-step brown side on Turn
17. Raising it back to full-strength can be done on the following
turns Flip Step.

[7.4] One-Step Units

Most Axis Allied armies and all Cadre units


have only one step (see 14.2 and 14.9).

[7.5] Fortress Conversion

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.

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No Retreat!

destroyed or surrendered units prior to Turn 5 (as per the


Turn Track).

B. The Placement Step


[7.6] Unit Placement

Reinforcement, Replacement, and Recovering units are


brought onto the map and placed at no MP cost. No units
can be placed in Enemy Zones of Control (8.5), except for
Soviet units placed in Cities, as follows:

Axis units are placed in Cities in Greater Germany, not in


EZOCs, and can trace an Overland Supply Path (6.1).
In addition, Recovering (shattered) Axis units may also
be placed in any Axis controlled City in the USSR not in
EZOCs, which can trace a Supply Path, or on any west
map edge hex in Greater Germany not in an Enemy Zone
of Control.
Soviet units are placed in any Soviet controlled City
that can trace a Supply Path (see 6.1) even in EZOCs, or
on any east or south map edge hex in Russia not in an
Enemy Zone of Control.
In addition, Recovering (shattered) Soviet units may
also be placed in any Soviet controlled City inside
Greater Germany that can trace a Supply Path, and not
in EZOCs.

[7.7] Recovery of Shattered Units

All friendly units in the Shattered Units Box


are returned to the map for free. Place Disorganized markers on them to denote that they
cannot attack (as per 10.1.1).

Note that a Recovering unit returns to the map on the same


strength-side that it was removed on. Thus, a full-strength
two-step unit Recovers as a two-step unit.

[7.8] Receiving Reinforcements

Players receive units as Reinforcements on their indicated


Game Turn (i.e., their Reinforcement Number). Place Reinforcements as per 7.6, above.

[7.9] Replacement of Destroyed and


Surrendered Units

To take a unit from the Destroyed Unit Box and return it to


the map (as per 7.6), the owning player must pay (discard)
one card from his hand for each Replacement so taken.
Exception: Soviet Shock Armies who cost two cards.
From the Surrendered Units Box, the owning player must
discard two cards from his hand for each Replacement .
When placing a unit on the map from either of these boxes,
place a Disorganized marker on the unit to denote that it
cannot voluntarily attack in that players ensuing Combat
Phase.
DESIGN NOTE: Unsupplied unit losses usually cost more to
replace and also count as VPs for the other player (12.7).
[7.9.1] Axis Replacement Restriction: Except for the play
of certain Event cards, the Axis player cannot replace

DESIGN NOTE: Prepared only for a quick Blitzkrieg victory in


Russia, the Axis had to retool their efforts for a longer fight.
[7.9.2] Reduced-Strength: Two-step units always return
to the map on their reduced-strength side when brought
back as Replacements.

C. The Reorganization Step


[7.10] Reorganization

Disorganized markers will be removed from newly placed


units for free later in the turn during the Marker Removal
Phase (11.2). If the player wishes to make Disorganized
units combat-ready immediately, he discards one card at
this time for each Disorganized marker so removed.

[8.0] MOVEMENT
Procedure

A player may move none, some or all of his non-fort (i.e.,


mobile) units through any combination of hexes up to
the limit of their printed Movement Allowance, paying the
appropriate Movement Point (MP) cost to enter each hex.
Units move one at a time, hex by hex, in any direction or
combination of directions that the player desires. A unit
may continue moving until it has either expended all of
its MPs, moves in an enemy ZOC, or the player simply
desires to stop moving it.
A player may not move any of the opposing players units.
No enemy movement is allowed during your turn except
as a result of combat or through the play of certain Event
cards.

[8.1] A Units Movement Allowance

A unit cannot exceed its Movement Allowance during its


Movement Phase except as permitted by an Event card.
Units may not transfer MPs between units or carry them
over between Game Turns.

[8.2] Weather Effects on Movement

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.

[8.3] Terrain Effects on Movement

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.

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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.

[8.4] Stacking Effects on Movement

Friendly units can never enter hexes containing enemy


units. Within the confines of other movement rules (e.g.,
terrain costs, ZOCs), friendly units may freely enter and
pass through hexes containing other friendly units. When
more than one friendly unit remains in a hex at the end of
any Phase, Step or Battle, it is called stacking.
[8.4.1] Stacking Limits: The Axis may stack up to two
units per hex; the Soviets can have only one unit per hex
until 1945.
[8.4.2] Units Only: Only units count for stacking, not informational markers.
EXAMPLE OF MOVEMENT: It is the Axis Movement Phase
of Turn 4 (a Snow Game Turn reducing the MA of all units to
4). During the preceding Supply Check Phase, it was discovered
that all of the units shown were in supply.
Despite the bad weather, the Axis player decides to conduct an
attack against the Kalinin Front unit and try to eliminate it while
it is surrounded (by Axis units and ZOCs).
Counting his units Combat Strengths, the Axis player determines that if he can reposition the 16th, 9th, and 4th Panzer
Armies, hell be able to muster a potential 15 to 4 (3:1) attack.
A) First he moves the 9th Army through the Forest hexes. The
movement arrows and circled numbers indicate how many MPs
were spent to move that far. Remember, it costs +1 MP to leave
an EZOC (8.5.2).
B) This allows the 4th Panzer Army to move into that same hex
because now there is a friendly unit in it; so the 4th Panzer Army
deftly moves directly from one EZOC to another (8.5.3). It must
stop immediately upon entering that hex (because it entered an
EZOC), and expends 3 MPs to get there (1 to leave the EZOC
plus 2 to enter the adjacent Forest hex). Notice that moving his
units in the proper sequence was important!
C) The Axis player moves the 16th Army next and has a couple
of options. It could move forward onto the one-step 18th Army
for one Movement Point (the Fort has no ZOC remember), but
there its position could become tenuous, because theres always
the danger that the Soviet player could flip the Fortified unit to
its Regional sidethis would suddenly give it a Zone of Control
and would thus enable it to cut off supply to that hex. So the Axis
player takes the path through the Marsh (for 2 MPs) and into
the Forest instead. The one-step Axis 18th Army is just going
to have to fend for itself. Notice how most of the Axis movement
is made around EZOC hexes and not through them.

[8.4.3] Overstacking Penalty: At the end of any Phase or


Battle, the owning player must put any excess units of his
choice from that hex into the Shattered Units Box until it
conforms to the stacking limit (8.4.1), Unsupplied units are
put in the Destroyed Units Box.

[8.5] Zones of Control (ZOCs)


The six hexes on the map adjacent to a unit are called that
units Zone of Control (abbreviated ZOC). Markers, Unsupplied units and units with
parenthesized strengths never
possess a ZOC.

DESIGN NOTE: This Zone of


Control represents that area outside
the hex a unit physically occupies
that it can control by virtue of its size, mobility, and projection
of firepower.
The ZOCs of friendly units in no way hinder other friendly
units, but they do restrict enemy units. A hex adjacent to
an enemy unit is called an enemy controlled hex or a hex
in an Enemy Zone of Control (or EZOC).
ZOCs do not extend across Sea/Lake hexsides.
[8.5.1] Stops Movement: A unit must cease its movement
for that turn the moment it enters an EZOC, regardless of
how many MPs it might have remaining.
[8.5.2] Exit an EZOC: If a unit begins the Movement Phase
of its turn adjacent to an enemy unit (i.e., in an EZOC), it
may exit that hex at a cost of one additional Movement
Point (+1 MP) and continue moving.
[8.5.3] No Infiltration: Units cannot move directly from
one hex in an EZOC to another, unless the hex being entered

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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

German, Finnish and Soviet units can enter Finland. There


are no hexes in Finland, so consider the entire country
as one huge hex thats adjacent to many hexes in Russia.
Normal stacking rules apply inside Finland, and normal
Zone of Control rules apply to and from. Thus, Russian
units in the four hexes adjacent to Finland can all join
together to attack it.
See the movement examples in the Reference Booklet illustrating
much of Rule 8.

[8.7] Yugoslavia

Only German and Yugoslavian units can enter the Western


or Southern Balkans, but no earlier than the Game Turn after
the Soviets capture the Romanian Oil Fields hex (13.5).

in converting Russian rail lines to European standard gauge


and advancing over Russias poor roads. For the Soviets, this
represents the huge amount of transport capacity siphoned off
evacuating workers and factories to Siberia, in addition to the
initial chaos caused by the enemys invasion.

[9.2] Detraining

During the players Detraining Phase (at the end of his


turn), he may bring none, any or all of his units in the
Rail Movement Box back onto the map. (Units in the Rail
Movement Box can remain there indefinitely.)
When Detrained, each unit is placed in either:
a friendly City hex that can trace a Overland Supply Path
(even in an Enemy ZOC), or
any hex that is not in an EZOC and can trace an Overland
Supply Path of three hexes maximum (i.e., no more than
two intervening hexes) to a friendly Supplied City or
friendly map edge. You may not trace to a City hex that
was just captured this player-turn or use an Alternate
Supply Source.

[10.0] COMBAT

There are no hexes in these areas, so consider each of the


Balkans areas as one huge Open hex that is adjacent to
many hexes in Greater Germany (akin to Finland, as per
8.6). Normal stacking rules apply inside each of these areas,
and normal Zone of Control rules apply.

During a friendly Combat Phase, each unit may participate


in an attack against an adjacent hex that is occupied by
enemy forces. When a player initiates an attack between
adjacent units, it results in a battle (i.e., completing all of the
Steps in the Battle Procedure). Throw the die, and consult
the appropriate players CRT to resolve battles.

[9.0] RAIL MOVEMENT

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).

During his regular Movement Phase, the player can


Entrain his mobile (i.e., non-fort) units and place them
in the Rail Movement Box. He can Detrain them (i.e.,
relocate back to the map) during a friendly Rail Movement Phase.

[9.1] Entraining

One friendly supplied unit per Movement Phase may be


simply picked up for free and placed in the Rail Movement Box (Entrained) in lieu of any other movement
that turn (if in a surrounded port consider this a Sea
Evacuation).
[9.1.1] Additional Rail Movement: A player can also Entrain additional friendly supplied units during his Movement Phase at a cost of discarding one card for each.
[9.1.2] Rail Capacity: Each player can have a maximum of
three units in the Rail Movement Box.
[9.1.3] Rail Disruption: During Turns 1 and 2, The Axis
cannot do any Rail Moves, and no additional Rail Movement capacity may be purchased by the Soviets.
DESIGN NOTE: For the Axis, this reflects the trouble they had

Combat Phase Preparation

A Combat Phase begins with the Phasing, and then the


Non-phasing Player declaring all of the hexes that will be
attacked, followed by each battles resolution.

[10.1] Declaring All Battles

Before any battles are resolved, both players, as described


below, must declare all targeted hexes.
A Target Hex is one that contains forces of
the Non-Phasing Player that is adjacent to one
or more hexes containing forces of the Phasing
Player across non-Prohibited hexsides. The attacking player will put a Target marker in each Target
Hex. You cannot put a Target marker on a hex that already
contains a Counterblow marker.
Each player has only five Target/Counterblow markers,
white/black for the Soviets and gray/black for the Axis:
this is a game maximum. Thus a player cannot do more
than five Attacks or Counterblows per Player-Turn (or less
if the Turns weather is Long Winter [13.1]).

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[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

units with a Disorganized marker


units with a white Combat Strength (e.g., Fortified infantry or Cadre unit; 15.3).

[10.3.1] Attackers Prerogative: The Phasing Player decides


which attacking units will attack which Target Hexes, in
any combination he desires, as long as all declared Target
Hexes are attacked.

[10.1.2] Counterblows Step: After


the Phasing Player has declared all
his voluntary attacks, the Non-Phasing Player may declare additional
target hexes that must be attacked by the Phasing Player
that Combat Phase (these are involuntary attacks and
are called Counterblows).
The Non-Phasing Player must discard one card from his
hand for each target hex he so designates.
You cannot put a counterblow marker on a hex containing
only white-strength units.
The Non-Phasing Players white Combat Strength units
cannot participate in a Counterblow, but will suffer all
the Retreat results.
Designate Counterblow target hexes with a Counterblow
marker.
Hexes containing a Target marker may not be selected
for a Counterblow.
Any of the Phasing Players adjacent units can respond to
a Counterblow, including Disorganized units and those
with white Combat Strengths.
Units in Counterblow target hexes receive no beneficial
terrain combat modifiers (i.e., combat shifts) when attacked
by the Phasing Player; but Weather combat shifts do apply.
DESIGN NOTE: Why pay to have your units attacked and forego
terrain advantages? Opportunity or desperationyou may have
unsupplied units trying to break out, want to draw off units from
a nearby attack, or seek to punish a weak unit that ventured too
close (in hopes of seeing a CA combat result).

[10.2] Order of Combat

All declared battles are resolved in any order the Phasing


Player desires. Each battle must be completely resolved
before the next battle begins.

[10.3] Combat Conditions

Which units are eligible for combat.

[10.3.2] Combining Units in a Battle: Attacking units in


two or more hexes may combine their Combat Strengths
and conduct a single battle together. Battles may involve
any number of attacking units and Target Hexes.
[10.3.3] Adjacency: For an attack to be resolved as a single
battle, all of the attacking units must be adjacent to all of
the Target Hexes.
[10.3.4] One Battle Per Unit: No unit may attack more than
once per friendly Combat Phase, and no Target Hex can be
the object of more than one battle per Combat Phase (not
including counter-attack results; see 10.7.2)
[10.3.5] Multi-Unit Attacks: Attacking units in a single
hex may attack one or more Target Hexes in a single battle.
Note that if one or more such units attack, this does not
obligate any of the other Phasing Players units stacked
with or adjacent to it to participate.

[10.4] Combat Strength Unity

A given units Combat Strength is unitary; it may not be


divided among different battles during a single Phase.
Units that are stacked together need not participate in the
same battle when one attacks (or Counterattacks; 10.7.2),
but all units in a Target Hex must defend together.

[10.5] Steps in a Battle

Battles are conducted via the Battle Procedure. These steps


must be completed for each attack in the exact order listed
below:

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

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11

(attacker to defender). Round this odds ratio off downward


to conform to one of the odds ratio columns found on the
CRT. This will be the Initial Odds Column.
EXAMPLE: 12 Strength Points attack 9; the ratio is 1.33 to 1,
which rounds down to a simple 1:1. If the attacker could have
mustered 14 vs. 9, the odds ratio would have been 3:2. This
simple odds ratio determines the Initial Odds Column used on
the attackers CRT.
4. Final Odds Column Step: Shift the Initial Odds Column (determined above) for the effects of terrain, weather,
Support markers, armor, or Event card(s) for that battle
to determine the Final Odds Column used. All effects are
cumulative and only the net shift is applied.
EXAMPLE: A 2-1 with three shifts right and one shift left
would be a 4-1.
5. Attacker Rolls Step: The attacking player rolls a 6-sided
die and cross-indexes its result with the Final Odds Column
to obtain the Combat Result.
6. Apply Result Step. With the Combat Result known, it
is now applied. This might result in repeating the above
steps due to a Counterattack, a unit step loss or removal
by either side, or a Retreat followed by an Advance After
Combat.

[10.6] Combat Odds Shifts

When adjusting to find the Final Odds Column (per Step


4, above), the following cases apply:
[10.6.1] Terrain Effects: The shifts caused due to terrain
effects are based upon the defenders hex or if all units
attack across the hexsides listed on the TEC.
[10.6.2] Support Markers: When available to a player, a
maximum of one Axis Blitz! or Russian Shock! marker may
be committed to a battle when that player is the attacker
(even in a counterattack situation). It provides one shift
to the right.
Support markers cannot be used to assist an attack made
exclusively by Unsupplied units.
Support markers do not remain on the map. They are
returned to the Unused Markers Holding Box after their
use.
Support markers cannot be carried over from one Game
Turn to another. If not used on the turn theyre received,
they are lost.
[10.6.3] Armor Bonus: When an attacking force includes
an armor type unit and it is attacking infantry-type
units (except mechanized infantry) in a Clear hex
during a non-Mud Game Turn, the attacker receives one
shift to the right.
Armor attacks against other armor or mechanized infantry-type units do not receive this bonus.
This bonus can only be applied once per battle regardless
of how many armor type units participate in it.

EXAMPLE OF COMBAT: The German 6th Army in Stalingrad


is being attacked by the Russian 3rd Tank Army and 2nd Ukraine
Front during a Snow Game Turn. The Russians commit a Shock!
marker to the battle, and neither player commits any cards.
The Initial Ratio is 12:3, which reduces down to exactly the 4:1
odds column on the Soviet CRT. During the Final Odds Step
(#4), shifts occur as follows:
The attacker committed a Combat Support marker to the battle
(1R). The defenders force is located in a City hex (1L) and across
Objective hexsides (1L).
Note, because all of the attacking units are also attacking across
River hexsides, this would normally cause another (third) shift
to the left. But as it is a Snow Game Turn, for combat purposes
the rivers essentially disappear, and so do not provide a combat
shift.
The net effect will see this 4:1 odds battle shifted one column to
the left, thus being rolled as a 3:1.

This bonus only applies when an armor-type unit is the


attacker in a battle, never when it is the defender (but it
does apply when an armor-type unit is in a counterattack
situation).
This bonus applies during Clear and Snow Game Turns
only.
[10.6.4] Odds Limits: Whenever an initial (before shifting)
or final (after shifting) odds ratio exceeds 6:1, it is treated as
6:1. When the ratio is less than 1:3, an Initial Odds Column
is not established and becomes an automatic CA result, as
do final odds ratios of less than 1:3.
EXAMPLE: 24 Russian Strength Points attack an Axis Allied
unit worth only 2 Strength Points that is in a City hex. The
initial ratio would be 24:2, or 12:1, which becomes a 6:1 (the
maximum column before shifting). That is shifted one to the left
for the defenders terrain and the attack would be resolved on
the 5:1 column.

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[10.7] Explanation of Combat Results

Combat results are listed under each players respective


Combat Results Table on the Player Aid Sheets. Applying
those results is explained in more detail below:
BATTLE RESULTS:
- = Indecisive Battle: No Effect
CA = Counterattack: The defender may launch an immediate counterattack. Re-compute the odds; no terrain
modifiers (10.7.2).
CB = Counterblow: The Phasing Player places a Counterblow marker on one of his own units hex currently
attacking. These markers are not removed during that
sides Marker/Unit Removal Phase, but are instead
resolved as usual during other sides Combat Phase in
the next Player Turn (10.7.3).
DR = Defender Retreat: Defender retreats his units 2
hexes. Attacking units can Advance After Combat if
the defending units retreated or the hex is completely
vacated by square units after a step loss. There is No
Effect if the Target Hex has a Fort unit in it (10.7.4).
DS = Defender Shattered: Defender retreats his units
two hexes and, if not destroyed, place them in Shattered
Units Box. Attacking units can Advance After Combat
if the defending units retreated or the hex is completely
vacated by square units after a step losses. (Treat this
result as an EX if the Target Hex has a Fort unit in it).
DD = Defender Destroyed: Defender retreats his units
two hexes and each defending unit loses one step. If the
Target Hex has a Fort unit in it, the defending units do
not retreat. Attacking units may Advance After Combat
if the defending units retreated or the hex is completely
vacated by square units after step losses.
EX = Exchange: Both sides lose one step. Neither side
Retreats or Advances.
Player Turns could begin with some Counterblow markers
already in place, meaning that either:
A) Those enemy units must be attacked if friendly units
remain adjacent to them during the Combat Phase; or
B) Those adjacent friendly units will have to move away
during their Movement Phase to avoid those Battles:
The Counterblow then has no effect. This can be a big
decision!
[10.7.1] Step Losses: Certain results cause a step loss to be
suffered by the defender (DD) or both sides (EX). When
these occur, a full-strength two-step unit is reduced (flipped
over) to its reduced-strength side, or a unit with only one
step is eliminated (but see rule 14.9 Cadre units). When
there is a choice, the owning player determines which of
his units in that battle suffers a step loss.
Most Eliminated units are placed in the Destroyed Units

Box or, if the unit had an Unsupplied marker on it at the


time of its elimination, it is placed in the Surrendered Units
Box instead. Some one-step units are placed on the Turn
Track when eliminated (for example, most Axis Allies and
all Cadres [14.0]).
[10.7.2] Counterattacks: A CA result means that the defender may treat the battle outcome as No Effect and
end it there OR conduct a Counterattack.

If the defender counterattacks, remove any Support marker


and discard played cards for that battle and go back to
Step 1 in the Battle Procedure; i.e., start a brand new battle
repeating all of the Steps. This new battle must include the
exact same units as in the initial battle, only this time, the
counterattacking player becomes the attacker (the other
player is the defender) and no terrain shift modifiers are used
(although other terrain effects that negate armor shifts and
multi-hex advance still apply).
Unengaged Units: It could happen in such battles that
only some units in a hex are being (counter)attacked,
but not others. That is allowed, however only the
participating units are affected by all combat results; the
unengaged units will suffer only the Retreat results.
A Counterattack can lead to another counterattack, and
so on until some other outcome takes place. They, too,
are conducted as per this rule.

[10.7.3] Counterblows (Involuntary Counterattacks): A


Non-Phasing Players Counterblow (10.1.2) requires a
Phasing Players involuntary attack in response and is
similar to a regular Counterattack in that the defender (i.e.,
the Non-Phasing Player) receives no terrain shift modifiers,
but:
The Phasing Player is the attacker and the Target Hex is
the one denoted by a Counterblow marker (see 10.1.2).
Disorganized and white Combat Strength units can participate in these Counterblows, but can never Advance
After Combat (10.8) if victorious.
Remember that a Counterblow called for by the CRT (the
CB result) will be resolved during the next Player-Turn:
you flip the Target marker to its Counterblow side, and
place it on one of the Phasing Players attacking hexes,
owners choice; even if during a Counterattack (CA).

DESIGN NOTE: Counterblows placed by card discards are


Diversions made by the defender, forcing the Phasing Player
to attack. While those placed by a CB result on the Combat
Table (thus resolved next turn) are partial advances made by the
attacker, that will force the other player to either retreat, or deal
with the threat by attacking it.
[10.7.4] Fort Units: When the Target Hex contains a Fortified infantry unit, these outcomes are changed:
A DR becomes a No Effect,
A DS becomes an EX, and
Ignore the Retreat part of a DD result for all units in the
Target Hex.

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[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:

Units cannot retreat into hexes containing an enemy unit,


across Prohibited hexsides, or off the map.
Units cannot retreat into hexes in an EZOC unless there is
a friendly unit in that hex. (Friendly units negate EZOCs
for retreat purposes.)
Units can pass through and end their retreat stacked with
friendly units, but if an overstacking situation occurs, it
must be resolved (see 8.4.3).

13

Retreating expends no MPs; you just count hexes.


Remember, Forts and units stacked with them never retreat;
they ignore the Retreat part of DR and DD results.
If a unit is prohibited from retreating, it is eliminated instead (see 10.7.1).
[10.7.6] Shattered: Units suffering a DS result must retreat
before being removed to the Shattered Units Box. If they are
unable to do so, they are eliminated instead (10.7.1).

Counterattack). A 5 results in another CB, so the counter


is again placed on the Axis unit. Note that a Counterblow
marker generated by combat is always placed on the Phasing Players units.
The last attack, against the 1st Baltic Front at 1:2 odds (no
defensive terrain in a Counterblow battle), rolls a 1another CA! The Soviet Counterattack results in an EX.
The 4th Army is flipped and the 1st Baltic Front is placed
red-side-up in the Destroyed Units Holding Box (as nonFort Soviet units do not have two steps before Turn 17).

Counterblow Combat Result Example

This example of play will help explain both Counterblow


occurrencesthose placed by the defender in the enemy
Combat Phase, and those placed by a Combat Result.
Its Spring 1942. The German player is trying to clean up
the frontline around Leningrad for a future assault on the
city. He has attacks, one on the Volkhov Front, using the 9th,
16th and 18th Armies; plus another against the Northwest
Front, using the 4th Army and 3rd Panzer. The Russian
player discards a card and puts a Counterblow marker on
his 1st Baltic Front, forcing the enemy to attack it with the
4th Army, thus dispersing the Axis strength (this is a diversionary attack). Note that he cannot put a Counterblow
marker on the Leningrad Front, as this unit has a White
Strength value (rule 10.1.2, 2nd bullet).
The attack on Volkhov is at 1:1 odds, a die roll of 4 results
in a CB. The German places a Counterblow marker
on the 9th Armyit will be resolved next turn. Against
the Northwest Army the German player also has a 1:1 (it
would have been 2:1 if not for the Counterblow from the
1st Baltic Front). A die roll of 1 results in a CA. Feeling
lucky, the Soviet player attacks back the 3rd Panzer Army
at 1:2 (remember, defensive terrain does not count in a

Above is the situation at the Start of the Soviet Player Turn.


He will have to attack the 2 Axis units with the Counterblow markers if he has any friendly units adjacent to them,
but the defenders will not get the defensive benefits of
terrain, see rule 10.1.2 last bullet. Note that the Leningrad
Fort, even if a white-strength unit, can attack the 9th Army
as the German is below a Counterblow counter.
See a defender-generated Counterblow during the opponent Combat Phase as a diversionary/spoiling counter-attack, while a Combat Result table CB result as a partial
advance by the Attacker, that must be dealt with by the
defender during his own Players turn.

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[10.8] Advance After Combat

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:

Units cannot make a multi-hex advance into hexes


containing an enemy unit, across Prohibited hexsides,
off the map, or during Mud.
Units can pass through and end their multi-hex advance
stacked with friendly units, but if overstacking occurs,
it must be resolved (see 8.4.3).
Multi-hex advancing units need not follow the Defending units retreat path. After occupying the just-vacated
defenders hex, multi-hex advancing units are free to go
to any adjacent hex that is not otherwise prohibited.
Important: Units must cease their Advance After Combat
immediately upon entering a Mountain, Forest or Marsh
hex. Crossing a River hexside does not stop an Advance
After Combat (see the TEC).
EXAMPLE: If the defenders just-vacated hex is a Forest hex,
then no multi-hex Advance After Combat can take place. Advancing units would have to stop their advance in that hex.
[10.8.2] Armor Advance Bonus: German Armor-type units
whose Advance After Combat has not been stopped in its
second hex due to terrain considerations may, during Clear
weather turns only, continue on and advance a third hex.
Soviet Armor-type units get this capability starting on Turn
11 (see rule 13.5).

[11.0] MARKER/UNIT REMOVAL


PHASE

During the Housekeeping Phase Unsupplied units re-check their


supply status, and surrendered units and markers are removed
from the map.

[11.1] Resupply or Surrender

All units with Unsupplied markers trace supply again,


first the Phasing Players units and then the Non-Phasing Players. Those that still cannot trace a valid Supply
Path are eliminated (i.e., removed from the map) two-step
counters are placed in the Surrendered Units Box, and

one-step counters follow the instructions on their counter


backs. Those that can now trace a Supply Path remain on
the map.

[11.2] Marker Removal

Remove all Unsupplied, Disorganized (for free, unlike


7.10), Blitz! and Shock! markers from their current locations
and return them to the Unused Markers Holding Box.

[11.3] Removal of Axis Allies

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.

[12.0] HOW TO WIN

A Campaign Game of No Retreat! is won through many


different ways:

capturing and holding Objective hexes (12.1), or


by gaining VPs for a Sudden Death (12.2), Soviet Total
Victory (12.3) or German Operational Victory (12.4), or
by Killing Hitler (12.5), or
if none occurs by the last turn, the Axis player wins.
Scenarios have their own (listed) Victory Conditions.

[12.1] Objectives Victory

Axis Objectives Victory: During any Victory Phase, when


they have the Initiative (12.9), the Axis win if they control
(12.7.1) and can trace supply (6.0) to three of the five gray
German Objective hexes (e.g., Moscow). After they lose
the Initiative (Turn 12), they need to control four German
Objective hexes instead.
Russian Objectives Victory: The Russians win if they
control and can trace supply (6.0) to three of the four red
Soviet Objective hexes (e.g., Berlin).
If both occur on the same turn, the side with the Initiative
wins.

[12.2] Sudden Death Victory

During the New Game Turn Victory Phase of Sudden


Death turns (indicated by a skull symbol on the Turn
Track), one player might immediately win. Players check
the Victory Point Track and the side with the Initiative (12.9)
immediately wins if it has more VPs than the number shown
by his sides symbol for the indicated Game Turn.
EXAMPLE: It is the Victory Phase of Turn 6 and the Axis player
has the Initiative. Finding the T6 (Turn 6) notation in the 23
box on the VP Track, the Axis player would win an immediate
Sudden Death Victory if he currently had 24 or more VPs.
During the Victory Phase that begins Turn 12, the Initiative

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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).

[12.3] Soviet Total Victory!

If the Soviet player has 34 VPs or more during any Victory


Phase he wins the game automatically.

[12.4] German Operational Victory

If neither of the above ways to win has been achieved by


the end of Turn 22, an Operational Victory check is made
at the start of Turn 23.
Compare the box on the VP Track of the Axis High Tide
marker (see 12.8) against the current box containing the
Na Berlin! VP marker. The result of this comparison is
now used to see if the game continues on into 1945 or not
as follows:

1945 Game Continuation Procedure

If the Axis High Tide marker is in the higher value box,


the Axis player wins the game outright and immediately.
If the Na Berlin! marker is in an equal or higher value
box, the game continues into 1945. Follow the steps listed
below:
1. Duration: The game continues into 1945 (Turns 2328).
2. VP Marker Reset: Reset the Round Event marker to Zero
(0), calculate the Square Na Berlin! new VP total, using
only hexes in Greater Germany.
3. New Map Only: Only map hexes on Greater Germany
are now worth points towards Sudden Death Victory

15

trolled by a side if its units were the last to pass through


or occupy it.
[12.7.2] Controlling Finland: the area is controlled if you
have a friendly non-Cadre, non-Axis Minor (including
Finnish) unit inside that country and keep it there. So that
means: 1) eliminating enemy forces in it, 2) occupying that
country, and 3) maintaining that occupation.
[12.7.3] Objective Hexes: Except for the 1 VP from the City
or Oil Fields in them, Objective hexes are worth no extra
additional VPs, but see 12.1.
[12.7.4] VP Markers: The round Event VP marker is used
to track the net VPs earned by causing surrenders and VPs
awarded by Events; it can never be higher than 6 VPs (the
excess points are lost). The square (2-sided) VP marker: A)
shows which side has the Initiative (see 12.9), and B) shows
the Overall VPs for the Initiative player (determined by
adding the VPs for controlling hexes to the VPs shown by
the Event VP marker).
[12.7.5] Keep the VP Count Current: It is important to
maintain a current VP count. A full audit should be made
each Victory Phase.
Event/Surrender VPs (Turns 1-28):
+1 VP: for each Non-Initiative players unit sent to the
Surrendered Units Box.
1 VP: for each Initiative players unit sent to the Surrendered Units Box.
+/1 VP: for each card played as a VP affecting Event.

+ 1 VP (Soviet only): for each Game Turn other theater


Event. Example: D-Day, Battle of the Bulge, etc.
On-Map 1941-44 VPs (Turns 1-22):
+1 VP: for each Controlled City or Oil Fields hex on the
whole map.

4. Reset the Event Cards: As per Case 5.5, above.

+1 VP: for Controlling Finland.

[12.5] Killing Hitler

On-Map 1945 VPs (Turns 23-28) :


+1 VP: for each Controlled City or Oil Fields hex in Greater
Germany (only).

If the Russians eliminate the Berlin Garrison


unit, they have killed Hitler and won the
game.

[12.8] Working the VP Markers

[12.6] End Game

If the Soviets do not win the game at the end of Turn 28,
the Axis player wins.

[12.7] VP Scoring Schedule

Players earn VPs for control of certain hexes and by


causing enemy units to surrender. Additionally, VPs can
be awarded by Events. See the Player Aid Sheet for VP
specifics. Note: there are no Per Turn cumulative VPs
awarded in this game.
[12.7.1] Controlling VP Hexes: A Victory Point hex is con-

The square VP marker always reflects the current score


of the side with the Initiative. This is an important concept.
When its on the Axis side, it reflects only the Axis score;
when its on the Soviet side it reflects only the Soviets score
including the value of the round VP marker!
EXAMPLE: On Turn 5 the Axis have the Initiative. The Soviets retake one of their lost cities (placing a Control marker on
it as a reminder until the VPs are next recalculated, at which
time that Control marker would be removed) and thus gain 1
VP. Since the VP marker currently reflects the Axis score, the
Drang Nach Osten! marker is reduced by one box to reflect the
citys recapture.

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No Retreat!

The round VP marker is used to


reflect the current net score of VPaffecting Events and the loss of Surrendered units (12.7.4). The value
of the round VP marker added to (or subtracted from) the
VPs earned for controlling hexes should always equal the
total shown on the square VP marker.
EXAMPLE: The Axis has the Initiative on Turn 10. Previous
Event VPs included three red Game Turn Events (1 Axis VP
each) and two past Soviet Event card plays (1 Axis VP each).
The Soviets had one previously played Axis Event card that
cost them 1 VP (which, because the Axis has the Initiative, is
computed as +1 Axis VP). Three Russian units have surrendered (+3 Axis VPs, even though two of the units have since
been replaced).
Thus, the round Event VP marker would have recorded 5 VPs
awarded for Soviet Events, +1 VP awarded by Axis Events, and
+3 VPs earned for Soviet surrenders: a 1 total against the Axis
Initiative which would place the marker on its Soviet side in the
1 box of the VP Track.
If the Axis had 14 VPs for controlling hexes (as determined by
checking the map), then, during the determination of overall
VPs, you would subtract the one (1) VP shown by the round
Event marker from the VPs awarded for hex control (14 1),
bumping the Drang Nach Osten marker down from the 14
box to 13 box.

Victory Points (VPs) & the VP Marker


[12.9] Initiative

The square VP marker has two


sides, an Axis side (Drang Nach
Osten! and a Soviet Side (Na
Berlin!). The Initiative belongs
to the player whose side of the square the VP marker is
currently face-up.

[12.10] Shifting the Initiative

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).

[13.0] GAME TURN EVENTS

When conducting a Game Turns Housekeeping Phase,


Turn Track Events (and other features of interest, such as
the weather, Support marker availability, Sudden Death
Victory check, etc.) are noted (where they have a lasting
effect) or applied (if its effect is an immediate, one-time
occurrence).

[13.1] Weather

To review and summarize the effects of weather:


During Clear Game Turns:
There are no special effects.
During Mud Game Turns:
All units have a maximum of 3 MPs.
There are no Armor Bonus shifts (10.6.3) in combat.
Multi-hex Advance After Combat (10.8.1) is not permitted (units can only advance into the defenders vacated
hex).
During Snow Game Turns:
All units have a maximum of 4 MPs.
Rivers freeze and have no effect (i.e., they provide no
terrain combat shift).
All Non-Finnish Axis attacks against Russian units suffer
one column shift to the left in the USSR (two on Turn 5).
Multi-hex Advance After Combat is permitted, but the
Armor Advance Bonus is not (i.e., there is a two hex
Advance After Combat limit).
Long Winter Game Turns: When there are
consecutive Snow turns, the second (and possibly third) turn in a row of Snow is called a
Long Winter turn. Place the Long Winter marker
on the map somewhere as a reminder. Instead of
Snow weather, the effects of Long Winter (below) go into
effect for those Game Turns:
There is no Armor Bonus shifts (10.6.3) in combat.
Multi-Hex Advance After Combat (10.8.1) is not permitted (units can only advance into the defenders vacated
hex).
The Axis player can only use three Target markers (so
can only do three attacks max).
All units have a maximum of 4 MPs.
Rivers freeze and have no effect (i.e., they provide no
terrain combat shift).
All Non-Finnish Axis attacks against Russian units suffer
two column shifts to the left in the USSR.

[13.2] Sudden Death

During the Victory Phase of each Game Turn marked with


a skull symbol, check for Sudden Death Victory (12.2).

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No Retreat!

[13.3] Support Markers

The Axis player receives a number of Blitz!, and the Soviet


player a number of Shock! markers at the beginning of that
turn as indicated by their symbols on the Turn Track.
EXAMPLE: At the beginning of Turn 5, the Axis player receives 0 Blitz! markers and the Soviet player receives 3 Shock!
markers.
These markers represent superior training, doctrine, tactics
and leadership, plus elements of surprise, air power, artillery
concentrations, logistical support, and so forth.

[13.4] Game Turn Events

During these turns, a major event takes place in another


theater of WW2 and the Russians score 1 VP at the beginning of that Game Turn during the Victory Phase (as per
12.5).

[13.5] Game Turn Effects

The text in the Game Turn boxes reflect these effects as


listed (by Game Turn number) below:
1, 2 Limited Rail Moves: During Turns 1 and 2, The Axis
cannot do any Rail Moves; and The Soviet cannot purchase
any extra Moves (9.1.3), but he is still allowed to make his
one free Rail Move.
1-4 No Axis Replacements: During Turns 1 through 4,
the Axis player cannot discard cards in order to Replace
or Improve units (7.1). Only certain Event cards can be
used by the Axis for these purposes during the first four
Game Turns.

3 Begin Soviet Fortifying: Starting on this turn, and


for the remainder of the game, Soviet (one-step) Regional
infantry units (only) that can trace a Supply Path (6.1) can
be upgraded into (two-step) Fortified infantry units (7.5).
Other Soviet units cant be upgraded before Turn 6, nor
become two-step units before Turn 17.
Thus you can always pay a card to upgrade them; or use one of
the free improvements starting on turn 6.
5 Begin German Replacements: The Axis player can
commence discarding cards to Replace or Improve his
units during his Organization Phase (7.0).
5 Two Shift Penalty vs. Soviets: This Snow Weather Turn,
the Axis player loses two shifts to the left when attacking
Soviet units instead of the usual one.
6 Begin One Free Soviet Upgrade: During his Organization Phase, the Soviet player receives one free unit upgrade
(Education) per turn (7.2).
8-9 Germans +1 Card: During his Card Phase, the Axis
player receives one extra Event card (for those turns
only).
11 Soviets get the Tank Advance Bonus: During his

17

Player-Turn, the Soviet Tank units start getting the Armor


Advance Bonus (10.8.2).
12 Na Berlin!: During the Victory Phase, the Initiative
shifts to the Soviets (12.7).
13 - Begin Two Free Soviet Upgrades: During his Organization Phase, the Soviet player receives a second free
(Experience) unit upgrade per turn (7.2.1).
15 Remove the Italian 8th Army: Regardless of its location, this unit is immediately picked up and removed from
play (see 11.3). Italy just surrendered to the Allies!
16 Remove the 2nd Panzer Army: Regardless of its location, this unit is immediately picked up and removed from
play. If it has been eliminated or is currently not in Supply,
the Axis player loses one Card Draw this turn.
17 Soviet Units Have Two Steps: All Soviet units (exception: the Ostatky and Fortified Front units) now have two
steps (7.3).
18 Remove the SS Panzer Army: Regardless of its location, this unit is immediately picked up and removed from
play. If it has been eliminated or is currently not in Supply,
the Axis player loses one Card Draw this turn.
20 Germans only 3 Targets: Starting now, the Axis player
can only use three Target markers per turn (instead of the
regular five).
21 Soviets get one extra Card: Starting now, the Soviet
player get one extra Card Draw per Card Phase until the
end of the game.
23 Begin Soviet Stacking: The Soviet can now stack any
two of their units in one hex.
23 Reich Defenses: The Berlin Garrison and Volkssturm
units appear on their indicated Cities as Reinforcements.
The Axis player will draw only one Event card this turn.
Be mindful of the Stacking Limit (8.4).
23+ SS Panzer Return: The SS Panzer unit removed on
Turn 18 can reappear as a full-strength (two step) German
reinforcement unit on a 1945 Game Turn at the cost of 1 VP,
payable during the Axis Organization Phase.
24 End German Improvement: The Germans can no
longer improve their units (7.1) for the rest of the game.
26 Germans only one Target: Starting now the Axis
player can only use one Target marker per turn.
28 Remove Berlin Garrison: Remove the German Berlin
Garrison from the game; it is not considered eliminated
by the Soviets.
GG Greater Germany Invaded: The turn after a Soviet
unit crosses the borderline between Russia and Greater
Germany/Rumania, the German units designated as GG
Reinforcements appears in any city in Greater Germany.
Be mindful of the Stacking Limit (8.4).

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No Retreat!

The two Hungarian GG Reinforcement


units are placed in empty, Axis-controlled
hexes that can trace an Overland Supply Path
and are within four hexes of Budapest.
Oil Ploesti Captured: The turn after the Soviets first
control the Rumanian Oil Fields hex, Rumania surrenders
and non-SS German Panzer units lose their Armor (10.6.3)
and Advance (10.8.2) bonuses. Also, the units designated
as Oil Reinforcements enter play and are placed by their
controlling player thus:
The German Group E and F
units are placed in empty, Axiscontrolled hexes that can trace an
Overland Supply Path and are
within four hexes of Bucharest
and/or inside the Western Balkans area (only, not in
Southern Balkans). Be mindful of the Stacking Limit (8.4).
The Soviet-Allied Rumanian unit is placed
on its (one step) reduced-strength side in an
empty, Soviet-controlled hex that can trace
an Overland Supply Path and is within two
hexes of that Oil Fields hex.
The two Yugoslavian armies are placed on
their Fortress sides, separately or together,
in the Western and/or Southern Balkans
areas.
Note that the Axis player can position his units in such a manner that these Yugoslavian armies must arrive in an untenable
stacking situation and thus be immediately eliminated; this is
intentional and allowed.
Warsaw Poland Liberated: The turn after
the Soviets first control Warsaw, the one step
Soviet-Allied Polish unit is placed in an
empty hex that can trace an Overland Supply
Path and is within two hexes of Warsaw.

[14.0] SPECIAL UNITS/RULES

To review and summarize the effects of some special units


and unit types:

[14.1] Regional / Fortified Units

Regional Infantry units can be


upgraded in the normal way (7.1)
to two-step Fortified units starting
on Game Turn 3 (13.5). They can
revert back to their one-step Regional Infantry side either
by taking a step loss in combat or through voluntary reversion during the Soviet Organization Phase (7.5).
Fortified units cannot voluntarily attack (10.1.1), but
they can use their Combat Strength for a Counterblow
(10.1.2).

Fortified units do not suffer the effects of any Retreat


outcomes called for in combat (even ones that suffered
a step loss in that battle and are now suddenly Regional
Infantry units).
The Finnish unit has two-steps, remains
Fortified at both step levels, can never move
or retreat out of Finland, and is always in
supply.
The German Fortified Units are permanently removed
from the game when eliminated. As stated on their reverse sides.

[14.2] Axis Allies

Except for the Finnish unit, Axis Allied units only have one
step. Some units are removed from play when:

Italy surrenders on Turn 15 (11.3).


Rumania surrenders when a Russian unit enters the Oil
Fields hex in Rumania (11.3).
Hungarian units will fight until the end.
When eliminated by combat or supply, those one-step units
are put on the Turn Track to arrive as free reinforcements,
as indicated on their reverse side.
Note that this means that these units do not go into the Surrendered Units Box, nor does it score the opponent 1 VP.

[14.3] Armor-Type Units

These represent large tank formations. They


are disadvantaged when moving through
difficult terrain (having their own Armor
Movement Costs on the Terrain Effects Chart),
but receive the following advantages in battle:
A one-column shift to the right when attacking (or
counterattacking) most infantry-type units in a Clear hex
during a non-Mud Game Turn (10.6.3).
An additional hex of Advance After Combat on Clear
weather turns (10.8.2).

[14.4] Mechanized Infantry

These are better-motorized formations with


added anti-armor capabilities. They move as
infantry-type units (i.e., paying the Other
Movement Costs on the Terrain Effects Chart.
When defending in combat, the attacker cannot receive the
Armor Attack Bonus (10.6.3) against them.

[14.5] German SS Panzer Army

This unit represents better-equipped and elite


German troops.
This unit always receives the Armor Attack Bonus (10.6.3)
under all circumstances and at both of its step levels.
Exceptions for enemy unit types, terrain or weather do
not apply.
Whenever this unit attacks (or counterattacks), it must

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No Retreat!
take the required step loss in an EX result.
Cost one card to flip to its front side.

[14.6] SS Panzergrenadier Unit

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.

[14.7] Russian Shock Units

19

eliminated (10.7.1) to fulfill the step loss requirement of a


DD or EX result. Removal of a non-Cadre unit from the
map by any other means (inability to retreat, lack of supply, etc.) does not allow a Cadre unit to be placed in that
removed units hex.
[14.9.3] Removal from the Map: When removed from the
map for any reason (except to Entrain for Rail Movement;
9.1)such as becoming Shattered, a Cadre unit is placed
on the Turn Track to arrive on the next Game Turn as a
Reinforcement. If there is already a friendly Cadre unit
scheduled to arrive as reinforcement on the next Turn Track
box, that Cadre unit is placed instead on the next Turn Track
box where there is not already a Cadre unit scheduled to
arrive. That is, each players Cadre units arrive at a rate of one
per Game Turn, maximum.
Note that this means a Cadre does not go into the Surrendered Units Box, nor does it score the opponent 1 VP.

These two units represent a concentration of


assault troops and artillery.
While this side of the unit is face-up, it always receives
one combat shift to the right when attacking (or counterattacking) against any type of enemy unit, in any type
of terrain or weather.
Whenever this unit attacks (or counterattacks), it must
take the required step loss in an EX result.
Cost two cards to replace or to flip to its red-side.

[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.

[14.8] Yugoslav Army

In effect, that eliminated unit is rebuilt on the front lines


around a surviving Cadre formation.

The two Yugoslavian army units can only flip


to or from their Fort counter side when located
in one of the two Balkan areas on the map (representing the rugged and mountainous terrain
where these partisans have operated from for years). They
also draw their supply for those two areas.

[14.9] Cadre Units

German Kampfgruppe (KG) units


and the Russian Ostatky (remnants)
unit are collectively called Cadre
units. Cadre units represent a
hodge-podge mix of stopgap units and Army remnants, put
together as scratch formations to plug an immediate hole
in the line and as a veteran core around which a regular
unit can be reformed.

[14.10] Luftwaffe Ground Unit

This unit functions as a German unit except


that if eliminated by combat or supply, it is put
on the Turn Track to arrive as free reinforcement, as indicated on its reverse side.

[14.11] Volkssturm Units:

The one-step German Volkssturm, represents hasty fortifications and mobilization


of citizens for the last-ditch defense of their
Fatherland.

Cadres have only one-step and cannot initiate voluntary


attacks (10.1.1), but they can participate in counterattacks
and against Counterblows (10.1.2).

Special Ability: When a defending hex contains a Volks


sturm unit, treat a DR (Defender Retreat) result as No
Effect (as if the Volkssturm unit were Fortified Infantry).
However, after this combat result conversion is applied,
the Volkssturm unit is permanently eliminated from the game
(even if stacked with a regular Fort unit).

[14.9.1] Cadre Reinforcement Arrival: When received as


Reinforcement, Cadre units are not placed on the map,
but are instead added to the Cadre Units Available Box
for later placement, and have their reinforcement turn of
entry underlined as a reminder.

DESIGN NOTE: The implication is that attacking enemy units


wont be able to Advance After Combat (10.8, because the combat result was, after conversion, a No Effect). Also, any unit
stacked with a thus-removed Volkssturm unit remains in place
after that battle, unaffected by its outcome.

[14.9.2] On-Map Placement: Cadre units in the Cadre Units


Available Box are voluntarily placed on the map by their
owner in a hex where a friendly (non-Cadre) unit was just

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No Retreat!

[14.12] Soviet Strategic Reserve

The Soviet player can form Strategic Reserves.


[14.12.1] Procedure: At the end of any Soviet
Rail Movement Phase (starting on Turn 4), the
Soviet player may place the Strategic Reserve
marker on top of any one Soviet unit in the
Rail Movement Box (and it can be moved between units
in that box from turn to turn).
[14.12.2] Effect: The unit thus indicated as in the strategic
reserve may return to the map at the beginning of a future
Soviet Movement Phase (as it would via Detraining; 9.2)
and can move normally during that Movement Phase after
Detraining.

[14.13] Play Aid Markers


Reminder Markers

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

Control markers are useful in the following ways:


To mark the ownership of key
hexes along the front line, particularly where it might affect Supply
Paths.
To indicate which Objectives have changed control that
turn, reminding you to adjust the Victory Point total at
the end of that turn.
You might want to keep them on the Objectives you
control at all times.
Place them on recently moved units as a reminder that
they cannot be moved again that turn.

[14.14] Variable Weather

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.

[15.0] OPTIONAL RULES

These Optional Rules add greater detail and realism or can


be used for play-balance; at the expense of some added
complexity. Players are free to use any or all of them by
mutual agreement.

[15.1] Abteilung (Detachment) Units

Once per game during any Axis Reinforcement


Phase on or after Turn 8, the Axis player may
permanently remove a supplied, non-stacked,
full-strength German 4-4 Infantry Army from
the game and replace it with the two 3-3 Infantry Detachment units in the same hex; or adjacent (not in an EZOC).
The same goes for the 2-5 Mechanized Infantry Detachment, but in this case you lose one step from any German
Panzer Army. These processes are not reversible.
Historically, the German 11th Army was broken down to reinforce different parts of the front, mainly around Leningrad.

[15.2] Fortified Front units

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.

[15.3] Local Combat Support

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

These markers represent extra local


resources that can be assigned to
specific Armies or Fronts. They start
the game on one side and are flipped to their other side on
Turn 11, as shown on the counters.

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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.

[15.4] No Variable Weather

When using this Optional Rule, If a player draws a Weather


Event, simply ignore that event, discard the card and draw
a replacement (as the red text indicates).
DESIGN NOTE: Variable Weather could sometimes have a
significant impact on game play. So is not recommended for
tournament level competitive games.

[15.5] Faster Reorganization

As an exception to 7.10, discarding a card where your sides


Event shows the current sides Initiative symbol on it allows
the removal of up to two Disorganized markers.
EXAMPLE: During an early Game Turn, the Soviet player
discards his Rasputitsa Event card (with its Axis Initiative
symbol on it) to Reorganize units during his Organization Phase.
Thus he can remove up to two Disorganized markers.

[15.6] No Surrender

The Sudden Death rule (12.2) is modified as follows:


If the side with the Initiative (12.6) has as many VPs as
the number shown by his sides symbol for the indicated
Game Turn, the other player must immediately discard
one card at random, if available.
If the side with the Initiative (12.6) has one more VP than
the number shown by his sides symbol for the indicated
Game Turn, the other player must immediately discard
one card at random, if available, and draws one fewer
(1) card next turn.
If the side with the Initiative (12.6) has two or more VPs
than the number shown by his sides symbol for the indicated Game Turn, the other player must immediately
discard one card at random, if available, and draws two
fewer (2) cards next turn.
A player cannot lose more than two Card Draws in this

21

manner (you can use the reminder markers to remember the


reduced Card Draw), and the game continues.
DESIGN NOTE: Thus the game cannot end by Sudden Death
anymore. This will affect basic game play, but it will insure that
the contest lasts longer between players of different skill levels.

[15.7] The Joker Event Card

This card will always be in a player hand, and does not


count toward the six-card hand limit.
If the side with the Initiative will start a game or scenario
with its possession, his sides color-side up.
When the owner uses the card, he flips it to the other
card-side and gives it to his opponent.
DESIGN NOTE: This rule helps recycling the Event deck more
rapidly, thus getting more card variety and opportunities.

[15.8] Rezervy (Reserve) Unit

This unit appears in the Destroyed Units Box


during the Reinforcement Phase of Turn 5.
It stacks for free and does not count against
the regular Soviet stacking limit.
If not stacked with a unit at the end of a Movement Phase,
it is put in the Destroyed Units Box.
It is built back like a regular Soviet unit.
It has no combat value and cannot voluntarily attack, but
can be used to take a combat step loss.
DESIGN NOTE: This represents large concentrations of units
in an hex normally not possible to represent by using the games
stacking rules. It can be used as a play-balance tool to also help a
Soviet player that has difficulty holding his Fortified Cities.

[15.9] Paratroop/Partisan Marker

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.

[15.10] Solitaire Round Counters

The five counters on the next-to-last row of round game


pieces will be used in an upcoming solitaire module, to be
published in C3i Magazine.

2011 GMT Games, LLC

22

No Retreat!

[16.0] COMBINED EXAMPLE OF PLAY

It is the start of the Turn 2 German Movement Phase. The


Axis player plans to blast his way through the center at high
odds, and then use Advance After Combat to firmly encircle
Kiev (and, with luck, to have the Soviet unit there wither
and die in an unsupplied state during the Soviet players
turn) and to surround Odessa and attack that unit so that
it has no retreat route and kill it before the Soviet player
can evacuate it on his turn via Rail Movement (well, Sea
Movement in this case). The Axis player moves his units
as shown below, setting up his two envisioned attacks:

to activate the Central Front in Kiev as a Target Hex. He


is trying to put the Axis player on the horns of a dilemma
by forcing an involuntary counterattack. He discards his
STAVKA Event card and places a Counterblow marker
on the Central Front. Resigned to his fate, the Axis player
starts recalculating the possibilities around Kiev and takes
another look at his own card hand. In it he finds his Gott
Mit Uns (God is With Us) card and then sees the Erich
von Manstein Event atop the Discard Pile from Soviet
players recent discard (that was the Axis Event on that
same STAVKA Event card). Its an ideal card play situation
and the Axis player makes it.
Well, hoody-hoo!, the Axis player exclaims. I think Erich
needs to double the strength of one German unit. Let me
think about which...
The German player decides that von Manstein will be used
in the north at his crucial attack on Smolensk this turn and
wont be appearing at our battles in the Ukraine.

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.

According to his plan in the south, the Axis player first


proceeds with his grand attack (A) in the center of the line
against the Soviet Bryansk Front, the success of which (and
Advance After Combat) will greatly influence the other
battles nearby. His strength ratio is 15:3 (5:1). Note that
there is no shift to the right for the Armor Bonus (10.6.3) as
the Target Hex includes an Armor or Mechanized Infantry
unit type. The Axis player rolls on the 5:1 odds column on
the German Combat Results Table. A die roll of 3 yields
a DS result, and the Bryansk Front is retreated two hexes
and is then placed in the Shattered Units Box. The Axis
player advances his units after combat as shown (with his
armor taking its Advance Bonus to move an additional
hex, as per 10.8.2) to isolate Kiev and maintain his Supply
Path to the western map edge (i.e., the Mountain hex in
Rumania). The two 4-4 Armies can trace directly to it, and
the Panzer Army can trace to an Alternate Supply Source
(6.2)the supplied 4-4 Army adjacent to its own hex as
illustrated below.

The Axis player is fortunate, however, as he is holding his


Inexperienced Soviet Officers Event card, which, after a bit
of reflection, he decides to use to cancel the Soviet players
card. The Soviet player grumbles and returns his unit to
the Rail Movement Box.
With that excitement over, the Axis Combat Phase begins
and the Axis player designates the Soviet Bryansk Front
(A) and South Front (B) as Target Hexes.
Seeing that Kiev is not an Axis Target Hex, the Soviet player
realizes that the Axis player is going to try to encircle both
Kiev and Odessa, leaving his Central Front unit in Kiev
to die from lack of supply. Since losing 1 VP and having
to pay two cards to bail out his best unit from the Surrendered Units Box in a future turn is not desirable, the
Soviet player launches a Counterblow, discarding a card
2011 GMT Games, LLC

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

blow: Not good! Desperate, and despite his low chances


for success (even a roll of 5 would help, as it would send
his Central Front to the Destroyed Units Box instead of
the Surrendered Units Box), the Soviet player commits
his last Event card, Heroes of the Soviet Union, and re-rolls
the die. This time he tosses a 2 for a CA result. The Axis
player declines to make a Counterattack and the battle
ends there.

CREDITS

Game System Design: Carl Paradis

Documentation and Game System Development:


Alan Emrich, Carl Paradis
Deluxe Version Playtesting & Proofing: Brian Asklev,
John Collis, Marc Guenette, Benoit Larose, Michael
Marentette, Matthew Looby, Dieter Schlaepfer, Stan
Myszak, Frdric Velasco, Philippe Parmentier, Davy
Gerard, Andrei Shlepov, Renaud Vibien
Art Director, Cover Art & Package Design: Rodger B. MacGowan
Map & Rulebook Layout: Mark Simonitch

Counters: Carl Paradis and Mark Simonitch


GMT Proofreading: Hans Korting

Production Coordination: Tony Curtis

Producers: Tony Curtis, Rodger MacGowan, Andy Lewis,


Gene Billingsley and Mark Simonitch

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-

This game is dedicated to the Soldiers of the Soviet 2nd


Shock Army that fought in the Leningrad region: Even
after their unit was virtually destroyed twice, against
all odds and after great sacrifices they heroically drove
the Nazi foe out of their homeland. Ending the war
as one of the Armies that had advanced the deepest
into the Third Reich.

2011 GMT Games, LLC

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

Objectives Victory. . . . . . . . . . . . . . . . . . . .12.1


Oil Fields. . . . . . . . . . . . . . . . . . . . . . . . . . . 5.2, 8.7, 11.3,
13.5, 14.2
One-Step Units. . . . . . . . . . . . . . . . . . . . . . 7.4
Optional Rules . . . . . . . . . . . . . . . . . . . . . . 15.0
Overland Supply Path. . . . . . . . . . . . . . . . . 6.1
Blocking Supply Paths. . . . . . . . . . . . . . 6.3
Out of Supply Effects. . . . . . . . . . . . . . . . . 6.5
Paratroop/Partisan Marker . . . . . . . . . . . . . 15.9
Rail Movement. . . . . . . . . . . . . . . . . . . . . . 9.0
Recovery (of Shattered Units) . . . . . . . . . . 5.4, 7.7
Regional Units . . . . . . . . . . . . . . . . . . . . . . 7.5, 13.5, 14.1
Reinforcements. . . . . . . . . . . . . . . . . . . . . . 7.6, 7.8
Reminder Markers . . . . . . . . . . . . . . . . . . . 14.13
Reorganization . . . . . . . . . . . . . . . . . . . . . . . . 7.10, 15.5
Replacements . . . . . . . . . . . . . . . . . . . . . . . 5.4, 7.6, 7.9,
7.9.2, 13.5
Retreats. . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.7.5
Rezervy (Reserve) Unit. . . . . . . . . . . . . . . . 15.8
Shattered. . . . . . . . . . . . . . . . . . . . . . . . . . . 7.7, 10.7, 10.7.6
Shock markers. . . . . . . . . . . . . . . . . . . . . . . 10.5
Shock Units (Soviet). . . . . . . . . . . . . . . . . . 14.7
SS Units . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.5, 14.6
Stacking. . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4
Strategic Reserve (Soviet). . . . . . . . . . . . . . 14.12
Strong and Robust. . . . . . . . . . . . . . . . . . . . 7.3
Sudden Death Victory. . . . . . . . . . . . . . . . . 12.2, 13.2, 15.6
Supply Sources. . . . . . . . . . . . . . . . . . . . . . 6.1, 6.2
Support Markers. . . . . . . . . . . . . . . . . . . . . 10.5, 10.6.2, 13.3
Surrender (and Surrenderred Units). . . . . . 7.9, 10.7.1, 11.1,
12.7
Unit Placement. . . . . . . . . . . . . . . . . . . . . . 7.6
Unsupplied Markers. . . . . . . . . . . . . . . . . . 6.4
Unsupplied Effects. . . . . . . . . . . . . . . . . . . 6.5
Upgrades (Education). . . . . . . . . . . . . . . . . 7.2
Variable Weather. . . . . . . . . . . . . . . . . . . . . 14.13, 15.4
VP Markers. . . . . . . . . . . . . . . . . . . . . . . . . 12.7.4, 12.8
Victory Points. . . . . . . . . . . . . . . . . . . . . . . 12.9
Volkssturm Units. . . . . . . . . . . . . . . . . . . . . 14.11
Weather. . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2, 13.1, 14.14
Yugoslavia & Yugoslav Army. . . . . . . . . . . 8.7, 13.5, 14.8
Zones of Control. . . . . . . . . . . . . . . . . . . . . 6.3, 8.5

GMT Games, LLC


P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com
2011 GMT Games, LLC

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