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Welcome
to the 4th Edition of The Russian Campaign (TRC)! While the game
plays much like the prior versions">
Welcome
to the 4th Edition of The Russian Campaign (TRC)! While the game
plays much like the prior versions, there are many subtle changes. Each of
these changes is intended to enhance gameplay in terms of authenticity, play
balance, and simplicity. To ease the transition into this new version of the
game, here is a summary of the changes between the 3rd and 4th
editions of TRC.
TRC4 Victory Conditions:
No more ties!
A player wins by achieving either a “Campaign” victory or a “Sudden Death”
victory. A game must end by the May/June 1945 turn but a “Sudden Death” victory
may shorten the game. Campaign Victory: The Axis
player wins IMMEDIATELY by (1) controlling Moscow AND eliminating Stalin OR (2)
controlling Berlin at the end of the May/June 1945 turn. The Russian Player
wins IMMEDIATELY by controlling Berlin at any point. Sudden Death Victory Conditions:
The game ends IMMEDIATELY as soon as either player achieves a “Sudden Death”
victory. A “Sudden Death”
victory occurs if a player achieves ALL objectives associated with that year. An
objective is the capture of a specific oil well or city hex OR an event such as
the surrender of an Axis minor Ally. A player ‘achieves’ an objective by
controlling that specific oil well or city hex at the time the check for “Sudden
Death” victory is done OR if the specified event has occurred.
At the end of the Jan/Feb turn of each
year, both players
simultaneously check for a “Sudden Death” victory. If neither player has
achieved all the objectives, the game continues. In 1942, the objectives are: Kiev,
Kalinin, Leningrad, Rostov, Kharkov, and Stalino. In 1943, the objectives are: Maikop
Oil Fields, Moscow, Stalingrad, Kursk, Leningrad, and Rostov. In 1944, the objectives are:
Leningrad, Smolensk, Kiev, Dnepropetrovsk, Sevastopol, and Kharkov. In 1945, the Russian objectives are:
Surrender of Finland, Rumania, and Hungary, control of at least one city in
Germany and control of all oil wells. In 1945, the German objectives are:
Prevent the surrender of Rumania and Hungary, control of all cities in Germany
and control of at least one oil well.
TRC4 Weather Chart
The new weather
chart helps eliminate the extreme results while providing sufficient variability
to ensure that every game retains a strong flavor of unpredictability. Die Roll
Jan/Feb
Mar/Apr
May/Jun
Jul/Aug
Sep/Oct
Nov/Dec 0
SNOW
CLEAR +3
CLEAR CLEAR
CLEAR +1
Lt MUD
+4 1
SNOW
Lt MUD
+2 CLEAR CLEAR
CLEAR
+1
Lt MUD
+4 2
SNOW
Lt MUD
+2
CLEAR
CLEAR
CLEAR +1
Lt MUD +4 3
SNOW
Lt MUD
+2
CLEAR
CLEAR
CLEAR +1
MUD -2 4
SNOW
Lt MUD
+2
CLEAR
CLEAR
Lt MUD 0
SNOW -3 5
SNOW
MUD
-3
CLEAR
CLEAR
Lt MUD
0
SNOW -3 6
SNOW
MUD
-3
CLEAR
CLEAR
Lt MUD 0
SNOW -3 7
SNOW
SNOW -6
CLEAR
CLEAR
MUD
-3
SNOW -3 Weather
Die Rolls of < 0 = 0 Weather Die Rolls of > 7 = 7
(1) At the
beginning of each turn, one 6-sided die is rolled to determine the weather for
that game turn.
A “Die Roll
Modifier” (DRM) mechanism is used to ensure that the weather is relatively
balanced. This DRM is added to each turn’s weather roll and carries over from
turn to turn. The + or - DRM counter is used to track the modifier by placing
it on the appropriate turn. Example: If the + DRM counter is placed on
turn number ‘2’ on the turn chart (Jul/Aug 41), it would indicate that the
current DRM is +2.
(2)
The number rolled is added to the current DRM and then referenced against
the TRC Weather Chart to derive the current turn’s weather and a modifier.
At the beginning of the game, unless otherwise specified by the scenario
instructions, the DRM is set to zero. Note that in Jan/Feb, May/Jun and
Jul/Aug it is not necessary to roll a die as the weather for these turns is
'fixed'. The DRM will carry over from the prior turns.
(3)
The modifier is added to the current DRM to yield a new DRM to be used in
the next turn. Example: A ‘3’ is rolled in Sep/Oct which yields
CLEAR weather. The modifier, as indicated on the Weather Chart, is now '+1'
which produces a DRM of +1. (The prior DRM was ‘0’). A '3' is then rolled in
Nov/Dec. The current DRM (+1) is added to the die roll, making it a '4', which
means that the weather for Nov/Dec is Snow. Snow in Nov/Dec carries with it a
–3 modifier which means that the new DRM is now –2. (+1 –3 = -2). This –2 DRM
will then modify the weather roll in the subsequent Mar/Apr turn.
Movement of HQs into ZOC: HQs are
not allowed to move into enemy ZOCs unless there is already a friendly unit in
that ZOC.
Leader units:
Hitler and Stalin only have a ZOC in the
hex they occupy.
Leaders may not
use sea movement. To simulate the operational impact of losing a country’s
leadership, the following penalty is imposed if Hitler or Stalin is eliminated:
Units belonging to the country that lost their leader are considered to have a
movement factor of ZERO during their next impulse. (Rail and sea move
capabilities are not impacted.
Axis minor allies are not affected by this rule.)
Example:
Hitler is eliminated during the
second impulse of the Russian March/April 1944 turn. During the first impulse
of May/June 1944, all German units have a movement factor of zero.
Rail Conversion (Junctions)
No more zany forward
conversions!
A rail junction is a
non-city rail hex that contains rail lines that intersect. A player controls a
rail junction if he occupies it OR was the last to have it in his uncontested
ZOC. A player may also gain control of a junction if all rail lines exiting
the junction lead to (1) a friendly controlled city or board edge with no enemy
ZOC on any intervening rail hex and/or (2) a hex passed through by a friendly
unit provided that there was no enemy ZOC on any intervening rail hex at the
time the friendly passed through. Rail junction control can change during
movement or combat resolution in either impulse of either player’s turn. A rail
junction is controlled by neither side if it is vacant but in both players’ ZOC,
regardless of who controlled it earlier. Junction control impacts rail
conversion but not the tracing of supply lines. If either player controls
two cities and there are no enemy units, enemy ZOCs, or enemy controlled rail
junctions on a rail line between them, the entire rail line becomes friendly
controlled. A friendly controlled city may not support rail conversion if it is
an enemy ZOC and the rail in the city hex is not friendly controlled.
Off-board Rail
The ‘Off Board
Rail’ optional rule in TRC3 is now part of the TRC4 core rules. Off-board rail
movement between the hexes at which rail lines exit the West, East, and South
board edges is permitted, provided that the exit and reentry hexes belong to the
same board edge, are free of partisans and enemy ZOC, and have been possessed
prior to the turn of their use
Kerch Straits
Units may now
cross the straits into an enemy ZOC. ZOCs do not extend across the straits.
The defender is doubled if all attacking units are on the other side of the
straits. Units may retreat across the straits.
Baltic Sea Movement
This has been
completely redone. A die roll of ‘2’ is needed for success with a –1 to the die
roll for control of Helsinki, Tallin, Riga, and Leningrad. Evacuations have a
+1 DRM. The Russians can now perform sea transfers and evacuations if they
control Leningrad.
Sea Transfers
A unit that performs
a sea transfer is no longer allowed to retreat. (This restriction used to only
apply to units performing invasions.)
Sea Evacuations:
Units that are
performing evacuations have a +1 DRM, in either sea area. They may reenter the
game as reinforcements, not replacements. (Soviet evacuees may no longer
‘pop-up’ second impulse in cities!)
Soviet Automatic Victory
Starting in the
January/February 1943 turn, the Russians may conduct Automatic Victory (10-1)
attacks
Partisan Placement
Partisans may
now be placed between a city and a railhead.
Motorized Substitutions for Armor
The Germans may
replace a motorized unit (formerly ‘PzG’ units) should an armor unit not be
available for replacement.
Archangel Not Variable
Archangel
replacements are no longer rolled for. The Russians will automatically get
three extra replacements starting in Jan/Feb 1942 and ending after the Nov/Dec
44 turn.
Replacement designation.
Replacements are
designated at the beginning of movement. (The Soviets may no longer await the
outcome of sea movement before choosing which units they will replace!)
German Replacements
German
replacements arrive on the first impulse of May/June in 1942, 1943, and 1944.
STAVKA Now Replaceable
STAVKA may be
replaced once per year during the Jan/Feb turn at a cost of one replacement
factor.
1943 German Mobilization
When substituting
motorized units for infantry units in 1943, the German player is no longer
restricted to specifically identified infantry units. In other words, any 4-4
may be chosen, not just the 11th Infantry Corps.
Unit Withdrawal
Units that must
withdraw are simply picked up off the map.
Timing of surrender of Minor
Allies Minor
Allies surrender at the end of the Russian player turn, no more suicidal
attacks to trigger their surrender! Finland surrenders at any time after
Sep/Oct ’44 once Leningrad is Russian controlled. |