RussianCampaign WargameRules
RussianCampaign WargameRules
RussianCampaign WargameRules
TABLE OF CONTENTS
1.0 Introduction...................................... 2 16.0 Automatic Victory Attacks. . ................ 14
2.0 Units and Markers.............................. 3 17.0 Supply.. .......................................... 15
3.0 Prepare for Play................................. 4 18.0 Russian Paratroops........................... 15
4.0 Sequence of Play.. ............................... 4 19.0 Partisans........................................ 16
5.0 Movement. . ....................................... 6 20.0 Reinforcements................................ 16
6.0 Stacking........................................... 6 21.0 Axis Replacements............................ 17
7.0 Zones of Control. . ............................... 6 22.0 Russian Replacements....................... 18
8.0 Movement Restrictions........................ 6 23.0 Motorization.. .................................. 19
9.0 Rail Movement.. ................................. 7 24.0 Axis Minor Allies.............................. 19
10.0 Sea Movement................................. 10 25.0 Victory Conditions............................ 19
11.0 Headquarters and Leaders................. 10 26.0 Optional Rules................................. 20
12.0 Combat.......................................... 11 27.0 Scenarios........................................ 24
13.0 Battle Resolution.............................. 12 28.0 Bonus Materials............................... 26
14.0 Terrain Effects on Combat. . ................ 14 29.0 Developer Notes............................... 32
15.0 Air Power - Stukas and Sturmoviks...... 14
1.0 INTRODUCTION In this game the more mobile German army must strike quickly;
if the attack fails, it must conduct a mobile defense to prevent
On December 18th, 1940, Hitler issued “Fuhrer Directive No. a Russian victory. It is now June 22, 1941, and in the words of
21” code-named Barbarossa, which said: “The Soviet Union is Adolf Hitler: "When Barbarossa begins all the world will hold
to be crushed in one swift campaign before the war ends with its breath."
England.” The Germans were confident that the victory in Russia
would be swiftly won and the risk of a prolonged two front war The Russian Campaign (TRC) is a two-player game depicting this
would be short lived. terrible struggle. Players can choose to play the full campaign
or a shorter scenario but the same rules apply unless specifically
Losing one valuable month of good weather while his forces noted otherwise in the scenario instructions.
invaded the Balkans to bail out his fascist partner Mussolini,
Hitler finally launched Operation Barbarossa on June 22nd, The following acronyms will be frequently used in these rules:
1941. Over 3 million German soldiers, most of them veterans
of the victorious German campaigns in Poland, France, and the Automatic Victory (AV)
Balkans, launched a blitzkrieg style invasion against 2 million Die Roll Modifier (DRM)
Russian defenders. The initial advance was fantastic; hundreds of
thousands of prisoners were taken and before long the motorized Headquarters (HQ)
columns were outrunning the rest of the army. As Army Group
Center sped towards Moscow, Hitler decided on a change of plan. Movement Allowance Chart (MAC)
He moved Guderian's Second Panzer Army away from the center
and ordered it to link up with Army Group South behind Kiev. Off Map Units Box (OMB)
This surrounding operation captured over 600,000 prisoners but
Order of Battle (OB)
delayed the attack on Moscow by five weeks. Those five weeks of
good weather could not be regained and the Germans arrived at Railroad Railhead (RR)
the gates of Moscow as winter set in. This army was not equipped
for winter conditions or a prolonged campaign. The Russians Replacement Point (RP)
meanwhile had called up more than 2 million trained reservists
and on the 6th of December they counterattacked the weakened Terrain Effects Chart (TEC)
Germans and in the next month pushed them back from Moscow.
The Germans’ only real chance for victory, a short and violent Turn Record Track (TRT)
campaign, was gone and the fortunes of war would turn more and Zone of Control (ZOC)
more against them.
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2.0 UNITS AND MARKERS Markers
Either player may use these markers to track game information or
2.1 The diecut cardboard counters (henceforth referred to as
unit capabilities. If sufficient markers do not exist for a particular
units or markers) are the game pieces. Units represent military
function, substitute markers may be created unless specifically
formations, while markers are used to help the players track game
noted otherwise.
information. The German player controls all Axis nationality
units while the Russian player controls all Russian units.
Artillery Barrage: This marker is used by the Russian
Note: Some units are represented by both a NATO-style Player when using the Artillery Barrage optional rule 26.13.
unit type and a silhouette-style unit type. Players may freely
choose which to use as there is no functional distinction Clear/Lt Mud/Mud/Snow: These markers are placed
between the two types. in the Weather Box to show the current turn’s weather.
The numerical values, symbols, and colors on the units and Fortress City: These markers are used in conjunction
markers can be read as follows: with the Fortress City optional rule 26.9.
Italian Luftwaffe Para Range: Placed on the map to mark the eight-hex
Nationality drop radius of paratroops from their HQ.
and Formation
Hungarian Guards
Colors
Railhead: These markers denote the extent of the rails
Rumanian SS converted by the Axis.
Finnish
RP Bid: When bidding for sides, this marker is placed
on the turn track to represent the number of Replacement
Unit Symbols
Points added to (or subtracted from) the Russians (see
Symbol Unit Size Rule 26.8). Example: If the RP Bid marker is on the plus side and
XXX Corps on turn 17, the Russians were given 17 additional RPs.
XXXX Army
RR Convert: These markers should be placed in rail
XXXXX Army Group hexes as a reminder that the hex was traversed during
XXXXXX High Command movement. This will help ensure that rail conversion is
performed appropriately at the end of the turn.
Unit Types
RR Move: These markers are placed atop units that
Air Unit Luftwaffe used rail movement that counted against that side’s
allotment for the turn.
Armor/Panzer Mountain
Scenario Ends: This marker is placed on the TRT to
Battle Group Motorized / Mechanized indicate the last turn of the scenario. If the scenario ends
Panzer Grenadier on Jan/Feb 1942, for example, place the marker on turn 5.
Cavalry
Paratroop Sudden Death: These markers are placed on the map to
show Sudden Death Victory objectives for the current year.
HQ
(see Rule 25.2)
Partisan
Infantry Turn: This marker is placed on the TRT space
Worker corresponding to the current turn. It should be flipped to
Leader the side of the player conducting his part of the game turn.
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 3
Weather DRM: This marker is placed on the TRT to unit. Units with an “R” set-up identifier must start in Rumania,
highlight the cumulative weather DRM. For example, if “F” units must start in Finland, and the remaining units may be
it’s on the ‘minus’ side on the turn 2 space, that indicates placed in Germany, Poland, Hungary or Rumania. (East Prussia
that the current weather DRM is at -2. is considered to be a part of Germany.)
Worker RP: This marker is placed on the TRT to track 3.5 The Axis player is assumed to control all railroad hexes, rail
the number of RPs the Russians get per turn that are junctions, cities, and oil wells on his side of the start line, and the
derived from Worker units. Example: If the Worker RP Russian player controls all the rest.
marker is on turn 17, the Russian will get 17 RPs from workers
the next time they take replacements. It should be adjusted as 3.6 The game begins with the first impulse of the Axis player Turn
worker unit reinforcements arrive or worker units are eliminated. of the May/June 1941 turn. The game turn marker is advanced to
the next space on the Turn Record Track and flipped to the Axis
Worker RPs Doubled: The Worker RP marker is side.
flipped at the start of the May/June 1943 turn to highlight
that the RPs generated by worker units are doubled. 3.7 The Axis player has combat restrictions on the first impulse
of the May/June 1941 turn. Units in Army Group North (units
2.2 The “Set-up location” is utilized as an aid in the initial setup marked with an "N") can only attack Russian units in the Baltic
of the game and to determine the turn or location of arrival for Military District, Army Group Center ("C'') can only attack units
reinforcements. The units are placed on the map board areas or in the Western Military District, and Army Group South ("S") can
OB chart sections corresponding to their setup identifier. only attack units in the Kiev Military District. "Rumania" ("R")
units can attack units in the Kiev or Odessa Military Districts, and
Finnish units can attack any Russians in reach.
Examples: The Russian 3rd Infantry unit is set up in the
area designated as the Western Military District. The Note: Units from German army groups “N”, “C”, and “S”
Rumanian 3rd Infantry is set up on the Axis OB chart under may set up adjacent to, and move through, Russian military
Turn 9: September 1942 reinforcements. districts whose units they can’t attack on the first impulse.
These attack restrictions do not exist on the second impulse
2.3 The “Unit Size” is used for assessing adherence to stacking of the May/June 1941 turn.
limits (see rule 6.1).
2.4 The combat factor is a unit's basic fighting strength whether 4. SEQUENCE OF PLAY
attacking or defending.
Each game turn represents two months of calendar time. Each of
2.5 The movement factor is the number of hexes (expressed in these game turns consists of two player turns and each player turn
movement points) a unit may be moved over clear terrain in clear consists of two impulses that are further subdivided into phases.
weather in the first impulse of a turn (exception – HQ units). Each phase needs to be completed before the next phase begins.
Actions within a phase are performed in any order unless the rules
2.6 The unit type affects how far the unit can move on the second indicate otherwise.
impulse (see MAC) and how it moves through various terrain types.
4.1 Axis Player Turn
3. PREPARE FOR PLAY – CAMPAIGN GAME
4.1.1 Weather
3.1 Unfold the map board and place it between the players with At the start of each game turn the Axis player determines the
the Axis player at the west edge and the Russian player at the east weather for the entire game turn using the weather chart and
edge. Note the hexagonal grid that is used to regulate movement. places the appropriate counter in the Weather Box.
3.2 Punch out the units and place them in the appropriate sections During May/June and Jul/Aug the weather is automatically
of the respective OB charts, utilizing the set-up identifier on CLEAR. During Jan/Feb the weather is automatically SNOW.
each unit as an easy reference. The 1942 Sudden Death Victory
markers should be placed in the Kiev, Kalinin, Leningrad, Rostov, For Mar/Apr, Sep/Oct, and Nov/Dec, the Axis player rolls a die
Kharkov, and Stalino hexes (see rule 25.2.2). and adjusts it by the weather DRM. This yields the weather for the
current game turn and possibly modifies the weather DRM as well
3.3 The Russian player sets up first, placing all units under ''At for the following game turn.
Start'' on his OB chart in the proper area on the mapboard. Units Weather DRM
that have a “C” on them start in specific cities; those without a “C”
can be set up anywhere within their respective Military Districts: The Weather DRM is a mechanism used to reduce the likelihood
"Leningrad (L)", "Baltic (B)", "Western (W)", "Kiev (K)", and of extreme weather sequences. This DRM is cumulative and
"Odessa (O)". carries over from turn to turn. The + or - DRM counter is used to
track the modifier by placing it on the appropriate turn. Example:
3.4 The Axis player then places his "At Start" units on the If the + DRM marker is place on turn number 2 on the TRT, it
mapboard, taking care not to place them adjacent to an enemy would indicate that the current DRM is +2.
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USING THE WEATHER CHART 4.1.6 Axis Player-Turn End Phase
The result of the die roll adjusted by the weather DRM is used to Railhead markers are advanced to reflect the conversion of the rail
generate the weather and weather modifier for that turn. net to the Axis rail gauge. All Axis units out of ‘general’ supply
are then eliminated. The turn marker should be flipped to the
Russian side.
Example: If the Weather DRM is a 0, and the Sep/Oct
weather die roll is a 3, the weather for Sep/Oct will be 4.2 Russian Player Turn
"CLEAR". The weather modifier of +1 is applied to the
Weather DRM which yields a new weather DRM of +1. 4.2.1 Russian First Impulse Movement Phase
The Russian player moves as many of his units as he wishes.
(Each unit may move up to the maximum number of hexes
On the next turn, if the weather die roll is again a 3, the existing permitted on the MAC.) The Russian player may enter first
+1 Weather DRM will adjust that weather roll to a 4 which yields impulse reinforcements as directed by the OB chart, bring on
a NOV/DEC weather result of "SNOW". The Weather DRM is replacements (as determined by worker units and Archangel
adjusted by -3 which means that the Weather DRM goes from +1 replacements), drop paratroops, and execute unit withdrawals.
to -2. RaiI and sea movement may be conducted at this time.
This -2 Weather DRM will be applied to the next weather die roll 4.2.2 Russian First Impulse Combat Phase
which will be Mar/Apr as no weather die roll is made in Jan/Feb. Battles are resolved by the Russian player in any order he wishes
as long as each battle is completely
Die resolved before the next is begun.
Roll Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec
0 SNOW CLEAR +3 CLEAR CLEAR CLEAR +1 Lt MUD +4 4.2.3 Russian Second Impulse
Movement Phase
1 SNOW Lt MUD +2 CLEAR CLEAR CLEAR +1 Lt MUD +4
The Russian player may now move
2 SNOW Lt MUD +2 CLEAR CLEAR CLEAR +1 Lt MUD +4 again any unit with second impulse
3 SNOW Lt MUD +2 CLEAR CLEAR CLEAR +1 MUD -2 movement capability. No Sturmoviks
or railroad movement is allowed,
4 SNOW Lt MUD +2 CLEAR CLEAR Lt MUD 0 SNOW -3 and the only Russian replacement
5 SNOW MUD -3 CLEAR CLEAR Lt MUD 0 SNOW -3 that may be taken is the Stavka unit.
Reinforcements arriving in the game
6 SNOW MUD -3 CLEAR CLEAR Lt MUD 0 SNOW -3 during the second impulse are brought
7 SNOW SNOW -6 CLEAR CLEAR MUD -3 SNOW -3 on at this time. Sea movement may
be conducted.
Weather Die Rolls of < 0 = 0 4.2.4 Russian Second Impulse Combat Phase
Weather Die Rolls of > 7 = 7 Battles are resolved as in the first impulse.
4.2.5 Russian Player-Turn End Phase
4.1.2 Axis First Impulse Movement Phase
Railhead markers are advanced to reflect the conversion of the rail
The Axis player may move as many of his units as he wishes. (Each net to the Russian rail gauge. All Russian units out of ‘general’
unit may move up to the maximum number of hexes permitted on supply are then eliminated. Axis minor allies may surrender.
the MAC.) Any required unit withdrawals (see rule 20.9) must be Russian partisans are relocated. The game turn marker is
executed prior to any other first impulse activities. The Axis play advanced to the next space on the Turn Record Track and flipped
may then place and enter reinforcements and take replacements. to the Axis side.
RaiI and sea movement may be conducted at this time.
4.3 Sudden Death Victory Check
4.1.3 Axis First Impulse Combat Phase
At the end of each Jan/Feb turn, the players check to see if either
Battles are resolved by the Axis player in any order he wishes as has won a “Sudden Death” victory. If the game is to continue,
long as each battle is completely resolved before the next is begun. move the Sudden Death markers to the objectives for the following
year (see Rule 25.2).
4.1.4 Axis Second Impulse Movement Phase
The Axis player may now move again any unit with second 4.4 Repeat steps 4.1-4.3 until the last turn is completed.
impulse movement capability. No Stukas or railroad movement
is allowed, and only HQ replacements are taken. Reinforcements
arriving in the game during the second impulse are brought on at
this time. Sea movement may be conducted.
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 5
5.0 MOVEMENT
5.1 In the Movement portion of your turn you may move as many
of your units as you wish: all, some or none.
5.3 Units may move through or stack on top of other friendly units.
Movement factors cannot be transferred from one unit to another,
nor may they be accumulated for usage in a subsequent impulse.
7.0 ZONES OF CONTROL Example of Play: In the illustration, hexes EE21, FF21, FF22,
7.1 In general, each unit has a Zone of Control (ZOC) which and GG21 have contested ZOCs. A contested ZOC typically has an
consists of the hex it occupies and the six adjacent hexes. A unit’s impact on cities, oil wells, and rail junctions. An enemy unit must
ZOC extends into all terrain types and into hexes occupied by stop upon entering an enemy ZOC, whether contested or not.
enemy units. Exception: ZOCs do not extend across all-water
hexsides of lakes or seas, nor do they extend across hexsides with 8.0 MOVEMENT RESTRICTIONS
a white dashed line.
8.1. The TEC indicates the effect that different terrain types have
on movement.
8.2 Units must stop when they enter a woods, mountain or swamp
hex. They may move no further that impulse. EXCEPTIONS:
infantry, mountain, paratroop, and Luftwaffe infantry units do
not have to stop in woods. Mountain units do not have to stop in
Mountains. Swamps are treated as clear terrain in snow months.
8.3 Units may not move directly from one enemy ZOC to another.
If they begin their first impulse move in an enemy ZOC, they may
exit into a hex free of enemy ZOC and may then subsequently
move into an enemy ZOC in that same impulse.
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Examples of Play: ZOC pinning. lines were not usable. In TRC, a friendly rail hex is a hex whose
It is the start of the Axis impulse. rail lines have been converted for friendly usage. A RR marker is
The three German units depicted used to indicate the limit of rail hexes that are usable by the Axis
are 'pinned' because a unit can't player, all rail hexes beyond the RR markers are assumed to be
move directly from one ZOC friendly to the Russian player.
to another. Consequently, they
can't move at all. (If any of 9.2 Railroad Capacity: The Axis player may move up to six
the Russian units shown were units (three during snow turns), and the Russian players up to five
subjected to an Automatic Victoy, units, by rail per game turn. All replacements and reinforcements
i.e., attacked at 10-1 odds, the arriving during the first impulse, including those brought on
attacked Russian defender would at specified cities, may be moved by rail in addition to normal
be removed during the movement portion of the impulse, thus rail allotments. This ‘free’ rail is only available during the first
allowing the German units to move. impulse of the turn the arriving unit first becomes available.
(Units arriving from the OMB or the Parachute Reserve DO NOT
This example
get free rail moves.)
illustrates how ZOCs
impact movement.
Zones of Control Example: In clear weather the Axis may move six units
extend into all by rail plus any and all reinforcements and replacements
adjacent hexes. arriving during that impulse.
However, they do not
extend across all-
water hexsides, as 9.3 Railroad Movement Mechanics
indicated by the 'dotted 9.3.1 Rail movement takes place in the first impulse only. A unit
boundary' between may move an unlimited number of hexes using rail movement. A
Riga and F18, so the unit conducting rail movement may not conduct any other form of
Germans can make movement that impulse.
the move into G17 as
indicated above as they can continue moving from F18. Plan 9.3.2 Units moving by rail must start and finish their impulse
your coastal defenses accordingly! on a friendly rail hex. The rail movement must occur along a
path of contiguous, connected, and friendly controlled rail hexes.
8.4 Units in the ZOC of enemy units at the start of a second The unit may not start in, move through, or enter a hex in an
impulse may not move that impulse, even if those enemy units enemy ZOC. (Note: Rail movement is allowed if the enemy unit
are eliminated via an automatic victory during second impulse projecting that ZOC is eliminated via an automatic victory prior
movement. to the rail movement.)
8.5 Kerch Strait: Units may not cross black coastal lines except Railing Example
at the Kerch Strait (located between the Black Sea and the Sea of of Play: It's the
Azov, hexes KK19 and KK20). first impulse of
May/June 1942
8.5.1 Units crossing the strait move normally until they get to the and the Axis
first hex across the strait, where they must stop for the rest of that wants to get
impulse. Units may retreat normally across the strait. Crossing reinforcements to
the strait does not constitute sea movement. the front line. By
moving an armor
8.5.2 Zones of Control do not extend across the strait. Attacks
and infantry stack
across the strait are voluntary for stacks or individual units within
with ten combat
that attacking stack.
factors he is able
8.5.3 Supply lines can be traced across the strait. to muster a 10-1
vs the Russian
8.6 The railroad segment between hexes GG19 and HH21 can be paratroop unit
used for rail movement only. NormaI movement and tracing the and immediately
path to a railroad hex for general supply cannot be done along this remove the
railroad segment. defending
unit. The Axis
reinforcements
9.0 RAIL MOVEMENT can then be railed
to the indicated hexes. Note that you can't rail into an enemy
9.1 Overview: Axis and Russian railroad logistics were centered ZOC, you can resolve AVs prior to rail movement, and the
on railway infrastructure that utilized different rail gauges; until rail hexes traversed were all Axis controlled at the start of the
the rail lines were converted to the friendly rail gauge, the rail impulse.
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 7
Railing Example of Play: Unit in Moscow railing to Krasnodar
9.4.1 Railroad hexes must be friendly prior to the turn of use. Each 9.4.3 If a player controls a city
player adjusts the RR markers at the end of his second impulse any rail in that hex converts
(after combat). The phasing player can never lose control of a rail to friendly control. If a player
hex during his turn. A player can never convert rail in, or through, controls two cities and there are
a hex that is in an enemy ZOC except where that hex is a friendly no enemy units, enemy ZOCs, or
controlled city. enemy controlled cities on a rail
line between them, the entire rail
9.4.2 A rail junction is a non-city rail hex that contains rail lines line becomes friendly controlled.
that intersect. Control of a rail junction is determined as if it
were a city, see Rule 17.2.1. When rail control is being assessed
at the end of each player’s turn, treat rail junctions as cities.
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9.4.5 During the Russian player end phase, the Russian player
pushes back each RR marker to the hex beyond the farthest
railroad hexes his own units occupied or passed through during
that Russian turn, provided that at the moment of occupation
AND during the Russian player end phase, a path free of Axis
ZOC or Axis-controlled cities could be traced from that hex along
the railroad back to a Russian controlled city or the east or south
edge of the board.
9.4.6 “RR Convert” markers may be used to indicate which rail
hexes were traversed by friendly units during movement. They
should be removed at the end of the friendly player-turn end phase.
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 9
RR 4 - W14 was the last rail hex traversed by the 17th infantry 10.4 In the Black Sea/Sea of Azov units moving by sea must roll
with a clear rail path to a friendly controlled city. (Kiev, not a 1-3 on the die to survive. The die roll is adjusted by subtracting
shown.) W13 will NOT convert since it's in an enemy ZOC. 1 from the die roll for each of the three Black Sea ports (Odessa,
Sevastopol, and Rostov) in friendly control at the moment of the Sea
10.0 SEA MOVEMENT Movement. Control can change during the turn (see Rule 17.2.1).
10.1 Sea movement occurs over a single body of water; movement 10.5 In the Baltic Sea the Axis player can conduct sea transfers
factors play no role in this movement process. Any unit that cannot and evacuations. In the Baltic Sea the Russian player may
move on a particular impulse cannot use Sea Movement during conduct sea transfers and evacuations only if Leningrad is
that impulse. (Example: During a MUD turn, only HQs may use Russian controlled. Neither player may conduct sea invasions
sea movement during the second impulse.) Sea movement may in the Baltic Sea. Units using Sea Movement in the Baltic Sea
only take place during a movement phase. must roll a 1-2 on the die to survive. The die roll is adjusted by
subtracting 1 for each of the four Baltic Sea ports (Riga, Tallinn,
10.2 The Black Sea/Sea of Azov and the Baltic Sea are two Helsinki, and Leningrad) in friendly control at the moment of the
separate areas and no unit can conduct a sea move from a port in Sea Movement. Control can change during the turn (see 17.2.1).
one area to a port in the other sea area in a single impulse. No sea To reflect Axis air superiority, all Russian sea movement in the
movement is allowed in the Caspian Sea. Each player can attempt Baltic Sea must add 2 to the die roll.
to conduct one sea move per turn per sea area. (For example: The
German player can conduct a sea move in both areas on the first 10.6 Units eliminated while conducting sea movement are
impulse of turn 2 but would then not be able to do so on the second replaceable and are returned to their respective replacement pools.
impulse of turn 2 in either area.)
10.7 The Axis player may not attempt sea invasions prior to July 1941.
10.3 Sea moves may be conducted at any point during the movement
phase. Enemy zones of control do not impact sea movement. A 11.0 HEADQUARTERS AND LEADERS
unit cannot conduct any form of land or rail movement during the
impulse it conducts a sea move. In subsequent impulses the unit 11.1 The Russian Stavka unit and the three German Army Group
that conducted the sea movement may move normally. HQ units are “HQ” units. HQ units may move only during the
second impulse. Unlike other units, they may move their full
There are three types of sea moves: transfers, invasions,
movement factor at this time and are not restricted by weather.
and evacuations. Units arriving from the OMB are treated as
HQ units must stop when entering swamp (except in snow
reinforcements for purposes of sea movement.
weather), woods, or mountains and may not use rail movement.
10.3.1 A player may conduct a “sea transfer” by moving a unit They may use sea movement on second impulse. They may not
from one friendly port to another friendly port. The OMB is move into an enemy ZOC unless a friendly non-HQ unit occupies
considered a friendly port that borders both the Black Sea/Sea of the destination hex.
Azov and the Baltic Sea. A reinforcement or replacement may be
11.2 Hitler and Stalin are leader units that represent the political
moved into a friendly port as a sea transfer.
leadership of their countries. These two units can use rail
10.3.2 A player may attempt a “sea invasion” with a replacement, movement (first impulse) but cannot move otherwise. If forced to
a reinforcement, or a unit from a friendly port. Each side gets two retreat they are eliminated.
invasions per game. The invading unit can be landed on any non-
11.3 To simulate the operational impact of
enemy-occupied hex on the Black Sea/Sea of Azov coastline. An
losing a country’s leadership, the following
invading unit forced to retreat as a result of combat on the impulse it
penalty is imposed if Hitler or Stalin is
invades is eliminated. An invading unit is automatically considered
eliminated: Units belonging to the country that
to be in general and combat supply throughout the turn it invades.
lost their leader have a movement factor of ZERO during their
Combat resolution for sea invasion is explained in Rule 13.8.
next impulse. (Rail and sea move capabilities are not impacted.
Axis minor allies are not affected by this rule.)
Example #1: An Axis unit that invades in Jan/Feb 42 would
not have to check for general supply until the end of the
Example: Example: Hitler is eliminated during the second
Mar/Apr 42 turn. If not in general supply at the end of the
impulse of the Russian March/April 1944 turn. During the
Mar/Apr 42 turn, it would be eliminated.
first impulse of May/June 1944, all German units have a
Example #2: The Axis can conduct an invasion from the movement factor of zero.
OMB to either sea area but a unit in Odessa, bordering on
the Black Sea, could not transfer to a port on the Baltic Sea.
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12.0 COMBAT • Battle B: Both German infantry attack the two Russian
armies. The defenders are doubled because of the river. The
12.1 Units beginning a combat phase in an enemy ZOC must odds are 6 factors vs 20 factors which is a 1-4. (Odds are
conduct an attack. During combat the player conducting his always rounded in the defenders favor.) Note that the Germans
player turn is the attacker; his opponent is the defender. All needed to commit two attackers as using only one would produce
movement for that impulse must be finished prior to resolving a 3 factors vs 20 factors which is an illegal attack. (All combats
attacks. During the combat phase each attack must be completely must be at odds of 1-6 or better.)
resolved prior to conducting another attack in that combat phase.
12.5 The attacker may deliberately attack with one or more units
12.2 Multiple attacking units in the same hex may attack adjacent at unfavorable odds in order to gain more favorable odds over
defenders in different hexes. The combat factor of an individual other defending units. This tactic is called “soaking-off” and
unit may never be split to apply it to more than one battle. cannot be done at odds worse than 1-6. Attacks at less than 1-6
Multiple defending units in the same hex must have their combat are illegal and no unit may move into or remain in a position that
factors added into one combined defense factor. would create an illegal attack situation unless other units join in to
raise the odds to 1-6 or higher. The result of movement or combat
12.3 When several units attack several defending units the will sometimes leave a unit in a position where it is forced into
attacker has the choice of how to resolve combat provided that: an illegal attack. If a player cannot (or chooses not to) bring up
• He attacks every defending unit whose ZOC he is in and enough units to make a legal attack, that unit surrenders and is
put into the appropriate “Surrendered Units” box at the end of the
• All his units in an enemy ZOC conduct an attack and movement phase before any combat is resolved.
• Each attacking unit is adjacent to the defending unit it is
attacking.
12.4 No unit, attacking or defending, may fight more than one
battle in any one impulse, even if it finds itself still adjacent to
enemy units after all combat has been resolved.
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 11
13.0 BATTLE RESOLUTION
13.1 The ''odds'' of each battle must be reduced to the simplest
ratio as expressed on the Combat Results Table (CRT). To
accomplish this, divide the smaller combat factor both into itself,
and into the larger combat factor. The resulting two numbers (one
of which will be "1") are expressed as a strength ratio, placing the
number which represents the attacker first in the ratio. Fractions
of any size are "converted" either up or down to the whole number
most favorable to the defender. Examples: 4 to 9 becomes 1 to 3
and 19-10 becomes 1-1. An attack may always be made at lower
odds than actually exist at the option of the attacking player but
lower odds attacks must be announced before the die is rolled.
13.2 The attacker rolls the die and resolves the battle according to
the result corresponding with that die roll under the proper odds
column. Eliminated units are put into their respective replacement
pools while surrendered units are put into the appropriate
Surrendered Units box.
13.3 The results of combat are interpreted as follows:
AE - Attacker eliminated All attacking units are eliminated. Example of Play: Combat Retreats: It's the opening impulse
and the Axis player has spotted an opportunity to get through the
A1 - Attacker loss One attacking unit of the attacker's Russian lines. He can chose to lower the 28 vs vs 11 battle from
choice is eliminated. All attacking units are retreated one or 2-1 to a 1-1 and then possibly 'retreat forward'. The only way he
two hexes. 'loses' the battle is with a "Contact" result! "AR" indicates the
paths attacking units could take resulting from A1 or AR result
AR - Attack retreat All attacking units are retreated one or while "DR" shows the path the attacker could choose to have
two hexes. the defending units take on a DR or EX outcome.
C - Contact No loss or retreats by either side. 13.5 Units may not retreat into enemy ZOC, off the board, or
EX - Exchange The attacker loses one involved unit of his across a coastline (Exception: Kerch Strait) or impassible or
choice. The defender then loses one involved unit of his all-water hexside. If no legal retreat path exists, retreating units
are eliminated. Given multiple legal retreat paths, units may be
choice. Any remaining defending units retreat one or two
retreated in any direction.
hexes. City, Oil Well, and rail junction control does not
change while these losses are being applied, control may 13.6 Units may retreat through land terrain types, including the
change after the combat is completely resolved. Kerch Strait, disregarding normal movement costs.
DR - Defender retreat All defending units are retreated two 13.7 Units may not end their retreat in violation of stacking limits
hexes. – if unable to do so, excess retreating units are eliminated, these
are selected by the owning player.
D1 - Defender loss One defending unit of the defender’s
choice is eliminated. All remaining defending units are 13.8 Sea Invasion is explained in 10.3.2 and Combat is executed
retreated two hexes. at the time of the invasion. The examples below show how
the various combat is conducted depending on the type of unit
DE - Defender eliminated All defending units are
movement involved.
eliminated.
12 Copyright © 2022 Consim Press The Russian Campaign, Deluxe Fifth Edition Rules
1. A successful sea move in the Black Sea requires a 1-3
roll with a -1 die roll modifier for every friendly port city. In
this case, the Germans would get a -1 DRM since they control
Odessa. The Rumanian Cavalry unit comes ashore at FF21 with
a die roll of 1-4.
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 13
• If this were a snow turn, during combat, because the Axis 15.5 German air power is represented by the Stuka air units.
no longer control Sevastopol, the Rumanian cavalry defender Each German Stuka raises the odds by three; i.e., a 3-1 becomes a
combat strength will be halved for not being able to trace 6-1. Only one Stuka can be used per attack. Each German Army
combat supply. Group Headquarters can support one Stuka. On the first impulse
• Because of the rules governing sea invasions, the invading of the game the Stukas may be used against any Military District
Russian unit will automatically be in supply through the end of in range.
the November/December turn.
15.6 The number of Stukas available varies according to the
• If an EX result occurs, eliminating both combatants, the weather and the turn as follows:
city will remain uncontrolled as it was uncontrolled when
1941—Clear weather: 3 Light Mud: 1 Mud: 1
combat was initiated. If the defender had been in the city, thus
controlling the city at the time of the combat, an EX result would 1942—Clear weather: 2 Light Mud: 1 Mud: 1
result in the city remaining Axis controlled.
1943—Clear weather: 1 Light Mud: 0 Mud: 0
14.0 TERRAIN EFFECTS ON COMBAT Stukas are never available during snow turns or after 1943.
14.1 As indicated on the Terrain Effects Chart (TEC) units 15.7 Russian Sturmoviks raise the odds level by one; i.e., a 3-1
defending in mountains, major cities, or behind rivers have their becomes a 4-1.
combat factors doubled. A unit whose attackers are all on the
other side of the Kerch Strait are also doubled. 15.8 Sturmoviks can only take part in a battle if they are within
eight hexes of Stavka. If Stavka is eliminated, then the Sturmoviks
14.1.1 A unit is ‘behind a river’ if all attacking units are on river can trace their range from Stalin. If both Stavka and Stalin are not
hexes and the defender is not occupying a river hex of the same on the map then Sturmoviks are not available.
river. (Two adjacent river hexes are connected if a river crosses
the hexside between the two hexes.) Partial river hexes are treated 15.9 Sturmoviks become available in July/August 1943. The
as rivers. number of Sturmoviks varies according to the weather and the
turn as follows:
14.1.2 A defending unit’s combat factor can never be more than 1943—Clear weather: 1 Light Mud: 0 Mud: 0
doubled. An attacking unit’s combat factor is never doubled.
1944—Clear weather: 2 Light Mud: 1 Mud: 0
14.1.3 Russian units do not benefit from being ‘behind a river’
1945—Clear weather: 3 Light Mud: 1 Mud: 1
during the first impulse of the May/June 1941 turn.
Sturmoviks are never available during snow turns or before 1943.
14.2 Units attacking from woods hexes may not retreat on an AR
or A1 result. Units defending in woods hexes may not retreat on 15.10 The Russian may apply as many Sturmoviks as he has
a DR, EX, or D1 result. available to any one combat or to different combats. They may
attack in conjunction with Artillery units (Optional Rule 26.5) but
15.0 AIR POWER – STUKAS AND STURMOVIKS the combined number of shifts may never exceed three levels.
15.1 Air power is reflected by the usage of Stuka and Sturmovik 16.0 AUTOMATIC VICTORY ATTACKS
units during first impulse combat. Air units may not attack by
themselves but are used in conjunction with an attack by non-air 16.1 Units attacked at 10 to 1 odds surrender without a die roll
units. Only the attacker may use air power and doing so will and are removed permanently from play during the Movement
raise the attacker’s combat odds for that battle. Air units may Portion of the attacker's turn. Units that did not take part in the
contribute to the 10-1 odds required to get an AV. 10 to 1 attack may move through or onto the surrendered unit's
hex and may attack other units. Air power may contribute to
15.2 Air power can only be used if all the defenders in that battle reaching the 10-1 odds.
are within eight hexes of a single friendly HQ unit. The air unit
attack is indicated by placing the aircraft counter on the defending 16.2 Units taking part in an Automatic Victory (AV) cannot move
units (if more than one stack of defenders is being attacked any further that impulse, nor may they engage in combat during
together, the aircraft is placed on any of the defending stacks). the combat phase. If conducting an AV during the first impulse,
they may NOT move into the ZOC of an enemy unit during second
15.3 Air units are kept off the board when not being used in their impulse movement and cannot attack during the second combat
respective Stukas Box/Sturmoviks Box. phase. Units conducting an AV may overstack if the overstacking
situation is remedied before the end of the movement phase.
15.4 Neither terrain nor enemy ZOCs restrict the movement
of aircraft. Range across bodies of water is measured as if the
hexagonal pattern existed at sea. The dots in some sea hexes
are intended to facilitate the determination of range over bodies
of water; a sea hex without a dot does not preclude this range
measurement.
14 Copyright © 2022 Consim Press The Russian Campaign, Deluxe Fifth Edition Rules
uncontested ZOC. Control of a city can change during movement
or combat resolution in either impulse of either player’s turn. A city
is controlled by neither side if it is vacant but in both players’ ZOC.
17.2.3 Supply lines: The city and/or the unit tracing supply may
be in an enemy ZOC but the supply line between them may not
pass through an enemy ZOC or enemy controlled city.
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 15
19.0 PARTISANS rail movement off the east (friendly) edge of the map and into the
Off-Map Units box. The 5th Cavalry Corps in Rostov uses Sea
19.1 The Russian player has three partisan units which are used Movement, and if it successfully passes its die roll, would also be
to inhibit Axis movement, supply, and rail conversion. Partisans placed directly in the Off-Map Units box.
must be placed in Russia in an Axis-controlled city or an Axis
rail hex. Partisans cannot be placed in Axis ZOC nor within five Remember, units in an Off-Map Units box do not get free rail
hexes of an SS unit. movement onto the board. Such movement would count against
that side’s rail capacity for the turn.
19.2 A partisan has a ZOC ONLY in the hex it occupies. Units
doing rail movement may not enter this ZOC, and units moving
normally treat it just like a normal ZOC – they must stop upon
entering it and cannot retreat into it. A partisan ZOC cannot be
used to gain control of a city or rail junction. The ZOC of a
partisan can inhibit rail conversion during the Axis player turn
but will not support conversion of rail during the Russian turn.
Supply may be traced into, but not through, a hex containing a
partisan. (A partisan occupied city is still a source of Axis supply.)
19.3 At the end of the movement portion of each Axis impulse all
partisans in an Axis ZOC or within five hexes of an SS unit are
removed from the board.
20.0 REINFORCEMENTS
At the beginning of each turn, both players should check their OB
charts for reinforcements or special game events. The OB chart
specifically identifies which units are available, where they arrive,
and if any special game events occur. The OB chart identifies
a month of arrival for reinforcements; units arriving on the first
month of the turn come in on the first impulse, otherwise they
arrive on the second impulse.
20.1.2 Units in the OMB may enter play on any subsequent
20.1 The Off-Map Units Box (OMB) represents each player’s
impulse as a reinforcement but do not get free rail movement.
strategic reserve.
Units in the ‘Off-map Unit Box’ may be brought on at the owning
20.1.1 Any player may voluntarily delay replacements or player’s discretion.
reinforcements, including workers, and instead place them in the
20.2 Reinforcements are placed on the board during the movement
OMB. Units may use a sea transfer or sea evacuation to move a
portion of their impulse of arrival. The initial placement hex does
unit into the OMB. A unit that rails off a friendly map edge may
not count against the movement allowance of the entering unit.
also be placed in the OMB.
Units listed as arriving in a particular city are placed in that city;
Example of Play of Russians leaving units including worker, otherwise they may use sea movement to enter the board or may
reinforcement, and replacement, in the OMB: It is the start of the enter from a board edge as specified below.
Russian Player’s Mar/Apr 1943 turn. The weather is Mud. Given
the situation, the Russian Player decides to create a strategic 20.3 Units arriving first impulse may use normal movement,
reserve by moving units to his Off-Map Units box. including rail or sea movement. Units arriving second impulse
may use only their normal second impulse movement for that
He moves his 9th Gd Infantry and Worker unit scheduled to arrive turn, including sea movement. On second impulse, if the initial
this turn as reinforcements, directly into the Off-Map Units box. placement hex is in an enemy ZOC, then the unit may not move
By doing this, the worker unit will not contribute to the Russian any further that impulse.
Player’s replacement points.
20.4 If the city specified for an arriving reinforcement was enemy
Additionally, he uses five of his replacement points available to controlled at the beginning of the arrival impulse, or a unit arriving
recreate the 6th Infantry Army, and places that unit directly in his in a city would be forced to violate stacking limits at the end of
Off-Map Units box. movement, the unit must enter from a board edge. In the case
where some arriving units could go to the city while others would
During the Russian First Impulse Movement Phase he decides be forced to violate stacking limits, the owning player may choose
to add two more units. The 34th Infantry Army in Gorki uses which of the arriving units would come in at the board edge.
16 Copyright © 2022 Consim Press The Russian Campaign, Deluxe Fifth Edition Rules
20.7.2 Starting in 1944, if a Russian unit is moved or retreated
such that it is within 5 hexes of Bucharest, the 91st, 97th and 5th
SS mountain corps arrive in Bucharest as reinforcements on the
next Axis first impulse in addition to the 15th and 21st corps if
they have not already arrived.
20.9 Withdrawals
20.9.1 Units that must be withdrawn are simply picked up off the
map. (Withdrawals are never considered to be rail or sea moves).
Withdrawn units may not reenter the game (exception see 20.9.2).
Reinforcement Entry Example of Play: The illustration shows 20.9.3 The Axis player must withdraw one German corps (any
the treatment of the Moscow reinforcements on Turn 3 when the type) in March 1945 and another in May 1945.
city is surrounded by Axis ZOC.
20.10 Off-Board Encirclements
Because of the enforcement of stacking limitations, only two
Due to the constraints of the map board, the following rules reflect
Russian armies could be placed in Moscow on first impulse. (Any
the activities necessary to perform and/or prevent encirclements or
additional armies would not be able to move out of the city due to
deep flanking maneuvers performed near the edges of the board.
the inability to move from ZOC to ZOC.)
20.10.1 Starting in 1942, after one player exits one or more units
The extra three armies would have to enter from the east edge, be
off an “enemy” board edge, the other player MUST, on his next
held in the OMB, or participate in a sea move.
turn, remove an equal or greater number of combat factors using
the withdrawal process described in 20.9.1. Arriving replacements
20.5 Axis and Russian Reinforcements: Rumanian reinforcements and/or reinforcements may be removed to match exited enemy
start at Bucharest, Hungarians on the Hungarian rail line at the west units, and none may be placed on the board until all exited enemy
edge of the board, and Italians anywhere along the west edge. Any factors are matched. Unit withdrawals specified on the OB do not
Axis or Russian reinforcements not specified to arrive in cities may count for matching purposes.
be brought in on the west or east edges, respectively. One Russian
reinforcement unit may enter from the south edge, QQ5 to QQ16 20.10.2 If it is impossible for the player to match units exited off
inclusively, per turn. an “enemy” board edge he loses the game IMMEDIATELY.
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 17
one 4-4 and one 5-4 German infantry corps; one German mountain 22.0 RUSSIAN REPLACEMENTS
corps; one German motorized corps; and one unit from each of the
four minor Axis countries (Finland, Italy, Rumania and Hungary). 22.1 Calculating Russian Replacement Points: Calculating
Oil wells are controlled like cities - each oil well is controlled Russian Replacement Points: The number of replacement points
by the player who occupies it or the last player to have it in his the Russian has that turn is equal to the total of all available worker
uncontested ZOC. The German 1st cavaIry corps is never replaced. units’ replacement values plus any available Archangel factors. A
worker in a surrounded city generates replacements. Worker units
21.5 The Axis player receives no Italian replacements in '43 or '44. generate replacements on the turn they arrive. Workers in the
OMB do not generate replacements.
21.6 If the Axis player is entitled to replace a German unit but
cannot because no unit of that type is in the replacement pool, 22.2 Properties of Worker Units: The number on the worker
he may substitute and replace a German 3-4 infantry unit in its unit refers to both its combat and replacement value. Worker units
place. He can substitute a 3-4 unit for each of the following units have no stacking value and may not move once placed. Worker
he cannot replace: one instead of the German mountain corps; units count as combat units for purposes of projecting a ZOC,
one instead of the German motorized corps, one for each of the attacking, defending, and taking losses. Workers cannot be
German infantry corps. For each armor corps he could replace replaced and always surrender if eliminated or retreated.
but cannot, the Axis player may take a 3-4 infantry unit OR a
22.3 Placing Worker Units: New worker units enter as specified
German motorized corps. The Axis player cannot take a 3-4 in
on the OB chart. They may be placed in any major or minor
place of Axis minor ally units, SS units, Luftwaffe ground units
city in Russia that was Russian controlled at the beginning of the
or Army Group Headquarters units. Axis minor ally units may
Russian player turn and doesn’t already contain a worker unit. (If
never be substituted for German units or vice versa. If the Axis
all such cities contain a worker unit, any arriving worker units
player is entitled to replace a German 5-4 or 4-4 infantry unit, but
may be placed without restriction in any of those cities.)
no such unit exists in the replacement pool, he may instead choose
to substitute any German infantry unit with a lower combat factor 22.4 Archangel Replacements: Commencing with the Jan/Feb
in its place. 1942 turn, Archangel has an extra replacement value representing
Allied Lend Lease shipments which is added to the Russian
replacement total for that turn. This value varies from turn to
turn; roll one die every turn and add the result to the total value of
available Russian replacements that turn. A +1 DRM is applied
in 1943 and 1944. Once controlled by the Axis, Archangel stops
generating replacements permanently.
22.5 Choosing Replacement Units: The Russian player may
replace units whose combined combat factors do not exceed his
replacement value total. Among the units being replaced there
may be only ONE armor unit (including Guards armor) and only
ONE Guards unit (infantry or cavalry). Commencing with Jan/
Feb 1944 turn, this limitation goes TWO of each type. Unused
replacement factors are lost and may not be accumulated for use
in later turns.
22.6 Placing Replacement Units: Russian replacement units
arrive on the first impulse. Replacements enter the game in the
same manner as east edge Russian reinforcements OR can be
Example of Play of Axis Replacements: placed in any city containing a worker unit. Starting with the
It is the start of the Axis May/Jun 1943 turn and the replacement turn the worker is available, a maximum of one replacement unit
pool contains the units shown. The Axis control the Ploesti Oil per city per turn is allowed, regardless of the actual number of
fields, hex AA29. worker units in that city or their individual replacement values.
One Russian replacement unit may enter from the south edge,
The following units can be taken as replacements in this situation: QQ5 to QQ16 inclusively, per turn.
• 48th Pz (for the one oil well controlled) 22.7 Russian Industrial Mobilization: Beginning in May/June
1943, and for all subsequent turns, the replacement value of all
• 2-7 SS Reserve, 3 LW worker units doubles. This doubling does not apply to Archangel
replacements.
• 12th, 42nd, 8th Infantry (the 8th infantry is being taken because
no 5-4 is available.) 22.8 Stavka may be replaced once per year during the Jan/Feb
• 50th Motorized turn at a cost of one replacement factor. It may enter during the
second impulse from Moscow. It may not be replaced if Moscow
• Rum 5th and Hun 3rd are taken, the remaining Axis Ally unit, the is controlled by the Axis.
It 3rd Infantry, is not available because no Italian replacements
are available in 1943.
18 Copyright © 2022 Consim Press The Russian Campaign, Deluxe Fifth Edition Rules
23.0 MOTORIZATION 25.1.2 The Russian Player wins IMMEDIATELY by
(1) controlling Berlin at any point.
23.1 In July and November of 1943, the Axis player may substitute
OR
motorized units for German infantry corps that are on the map.
These substitutions occur at the beginning of the impulse. The (2) The Axis player does not match units exited off a west
substituted unit is removed from the game. board edge.
23.1.1 The 11th Motorized may be substituted for any 4-4 German 25.2 Sudden Death Victory Conditions
infantry corps. The game ends IMMEDIATELY as soon as either player achieves
23.1.2 The 26th Motorized and 29th Motorized may be substituted a “Sudden Death” victory. A “Sudden Death” victory occurs if
for any 3-4 German infantry. a player achieves ALL objectives associated with that year. An
objective is the capture of a specific oil well or city hex OR an
23.1.3 The 43rd Motorized may be substituted for any 5-4 event such as the surrender of an Axis minor Ally. A player
German infantry corps. ‘achieves’ an objective by controlling that specific oil well or city
hex at the time the check for “Sudden Death” victory is done OR
23.2 If no appropriate unit exists, the Axis player may choose if the specified event has occurred.
any German infantry unit of greater combat value for the
substitution. If no such unit exists, the motorized unit is placed 25.2.1 At the end of the Jan/Feb turn of each year, both players
in the Axis Replacement Pool. simultaneously check for a “Sudden Death” victory. If neither
player has achieved all the objectives, the game continues.
24.0 AXIS MINOR ALLIES
25.2.2 In 1942, the objectives are: Kiev, Kalinin, Leningrad,
24.1 When an Axis minor ally (Hungary, Finland, Rumania, Rostov, Kharkov, and Stalino.
Italy) surrenders, all of its units also surrender (including those
not currently on the map) and units from that nation play no 25.2.3 In 1943, the objectives are: Maikop Oil Fields, Moscow,
further part in the game. Stalingrad, Kursk, Leningrad, and Rostov.
25.2.4 In 1944, the objectives are: Leningrad, Smolensk, Kiev,
24.2 Hungary surrenders when there are five or more Russian Dnepropetrovsk, Sevastopol, and Kharkov.
units in Hungary, after supply is checked, during the Russian
player-turn end phase. 25.2.5 In 1945, the Russian objectives are: Surrender of Finland,
Rumania, and Hungary, control of at least one city in Germany
24.3 Finland and Rumania surrender when their capitals (Helsinki and control of all oil wells.
and Bucharest) are controlled by the Russians during the Russian
player-turn end phase.
24.4 Italy surrenders at the beginning of the September/October
1943 turn.
24.5 Finland surrenders at the beginning of the first Axis impulse
of each turn beginning with September/October 1944 unless
Leningrad is controlled by the Axis. Upon surrender, Helsinki is
considered controlled by the Russian from that point on. Neither
player may enter Finland for the rest of the game. Any German
or Axis minor ally units in Finland are eliminated at the end of the
turn that Finland surrenders.
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 19
25.2.6 In 1945, the Axis objectives are: Prevent the surrender 26.2 OPTIONAL: Industrial Evacuation
of Rumania and Hungary, control of all cities in Germany and The initial tepid Russian response to the German invasion left
control of at least one oil well. the industrial regions of the country unprepared for the Nazi
Example of Play of Sudden Death: Jan/Feb 1942 has just ended. onslaught. This optional rule provides the Russian player with
The Axis have pushed hard and control Kiev, Leningrad, Rostov, some additional decisions to make: Industrial production can
Kharkov, and Stalino. Kalinin is vacant and in the ZOC of both be kept out of German hands but the cost is rail capacity and a
a Russian unit and an Axis unit. The Axis player DOES NOT get reduction in production while the factories are being moved. This
a “Sudden Death” victory because he does not control Kalinin. rule is recommended for usage in the campaign game but not the
The Russians don't even come close to accomplishing a “Sudden shorter scenarios where the impact of this rule is not significant.
Death” victory and should be thankful they were able to keep the
Axis out of Kalinin. 26.2.1 Starting in Sep/Oct 1941, the Russian player may use rail
movement to move one worker unit per turn to an east edge rail
hex. This costs the Russian player two rail moves for EACH
worker FACTOR that the Russian wishes to move.
26.2.2 Once at the edge rail hex, the worker unit is placed three
turns ahead on the TRT. While on the TRT, this worker unit
does not generate replacement factors. On the ‘arrival’ turn, the
worker unit is placed in the Urals Industry box and immediately
contributes to the replacement total. (Worker units that arrive as
reinforcements may be evacuated on the turn they arrive but the
Russian player still has to expend rail moves to do so.)
26.2.3 The worker unit does not generate replacement factors the
turn it is evacuated nor may new replacements be placed in a city
whose sole worker is being evacuated that turn. A new worker
26.0 OPTIONAL RULES
unit may be placed in a city that had a worker unit previously
Sections 1-25 detail the “classic” RUSSIAN CAMPAIGN evacuated that turn or an earlier turn.
rules that are very similar to those associated with the earlier
editions of the game. The following rules are intended to add 26.3 OPTIONAL: Historical Weather
historical authenticity. Players should agree to usage of any Those wishing to simulate the actual campaign should consult the
optional rules PRIOR to starting the game as many of the rules following chart instead of rolling for weather each turn.
impact play balance. Years Months Weather
26.1 OPTIONAL: SS Replenishment 1941 Mar/Apr Mud
Historically, SS units were always given priority when replenishing Sep/Oct Lt Mud
their losses. If these units are not eliminated, replacements
Nov/Dec Snow
become available to flesh out regular army formations.
1942 Mar/Apr Mud
If the SS units listed below are not surrendered or are not in the
replacement pool when replacements are taken, the German may Sep/Oct Clear
take an extra replacement of the type indicated: Nov/Dec Lt Mud
Years SS Unit German Replacement 1943 Mar/Apr Lt Mud
1942, 43, 44 SS Res 3-4 inf Sep/Oct Clear
1944 1st SS (10-8) Armor, motorized or 3-4 inf Nov/Dec Lt Mud
1943, ‘44 2nd SS (9-8) Armor, motorized or 3-4 inf 1944 Mar/Apr Snow
Sep/Oct Lt Mud
1943, ‘44 3rd SS (7-7) Armor, motorized, or 3-4 inf
Nov/Dec Mud
1944 6th SS (4-4) 3-4 inf
1945 Mar/Apr Clear
20 Copyright © 2022 Consim Press The Russian Campaign, Deluxe Fifth Edition Rules
26.4 OPTIONAL: Battlegroups 26.5 OPTIONAL: Artillery
See the Optionals Order of Battle Display Cards for units Labeled
From the Jedko II Edition game - see “Optional Jedko Edition” on
"see 26.5". As the war progressed, the artillery arm became
the Optionals Order of Battle Display Cards for units labeled “see
more powerful as a result of the need to overcome strong static
26.4”. This rule adds combat power to both sides in exchange for
defensive positions. This rule simulates this historical trend
some significant additional complexities regarding combat and
while enabling both players to plan for, and support, attacks on
replacement decision making.
fortified strongpoints. This rule is recommended but does add
some additional complexities to the game.
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 21
26.7 OPTIONAL – Historical Naval Restrictions each player for the entire game. If a Fortress becomes enemy
The basic naval rules were simplified to enhance playability; these controlled, the fortress city marker is permanently removed from
rules add some additional constraints to reflect contemporary the game.
logistical reality. This rule is strongly recommended but this rule Fortress cities are treated as major cities except for two important
does slightly favor the Russians because of the reduction of the combat effects:
German invasion capability.
1. Combat between fortress city units and adjacent enemy
26.7.1 Invasions may not be conducted in SNOW weather turns. (Sea units is voluntary. If either side initiates a combat involving
transfer and evacuation capabilities are not impacted by weather.) a fortress city, then normal combat rules apply. However, if
26.7.2 The Axis may conduct ONE invasion while the Russians friendly units near a friendly fortress city are attacked, and
may conduct TWO. the attackers are adjacent to the fortress, units in the fortress
city must also be attacked.
26.7.3 Only infantry units may conduct invasions.
Players bid to play the Axis. Each bid represents extra replacement
factors being given to the Russian over the course of the game.
The bidding will be an open auction with the lower seeded player
bidding first. (Alternatively, roll a die and the higher rolling
player bids first.) Bidding continues until a player declines to bid
at which point his opponent has the Axis at the stated bid. The
extra replacements will be evenly distributed to the number of Example of Play in the Leningrad area: In the current
turns available with earlier turns having priority. Negative bids position, because Leningrad is a fortress city, the Axis player
are allowed; if the final bid is negative, remove replacements to can choose NOT to conduct combat with his Finnish units
satisfy the bid by starting with the last turn and moving backwards. against the defenders in Leningrad. However, should the
German units move east to attack the Russian 7th infantry,
Example bidding session: Assuming a ten turn scenario, the fortress city must be attacked.
Player A openly bids 10 for the Axis. Player B mulls 2. Retreat results involving fortress cities are resolved
this over and then bids 11. Player A accepts this bid. normally except the player occupying the fortress city may
Player B will play the Axis giving the Russians two extra choose to lose one of the units in his fortress city rather than
replacements on the first turn and one extra replacement on retreat from the fortress city on a DR or AR result. This
each of the subsequent nine game turns. option is not available on a D1, A1, or EX combat result.
22 Copyright © 2022 Consim Press The Russian Campaign, Deluxe Fifth Edition Rules
Example: A Russian 5-3 infantry unit conducting strategic • All defending Axis units must be within five hexes of
movement may move up to six hexes in clear weather, four Stavka.
hexes in mud weather, and three hexes in snow weather.
• The artillery barrage capability is only available in clear
26.11 OPTIONAL - Hungarian Neutrality and Romanian weather and may only be used on first impulse.
Logistics
• The artillery barrage capability may not be
Hungary did not declare war on Russia until June 27, 1941. This combined with any other combat shifts available to
rule simulates Hungary’s delayed participation in Barbarossa and the Russian player.
the logistical challenges associated with additional Axis units
starting in Rumania. 26.14 OPTIONAL -Optional Worker Units
• Neither side is permitted to set up or move into Hungary on See the Russian Optionals Order of Battle Display Card for units
the first impulse of the May/June 1941 turn. labeled "see 26.14". This rule may be used in conjunction with
bidding for sides and is only applicable when the result of the
• Retreats into Hungary are permitted if no other legal retreat bidding is the Russians getting extra RPs. The Russian player
route exists. will receive the extra RPs in the form of one or more additional
workers at the beginning of the game and my also receive
• Axis units with a set-up identifier of “R” must start in
additional bid RPs each turn.
Rumania. No additional Axis units may start in Rumania.
• No Axis rail movement into Rumania is allowed on the At the beginning of the game, after bidding
opening game-turn.. is completed, these worker units are selected
and placed using the following process.
26.12 OPTIONAL - Russian Recovery Calculate the number of optional worker factors:
As the tide of battle turned in Russia, the Red Army was able to • Divide the replacement bid by the number of turns in the
enhance their recruiting. To simulate this, starting in May 1943, scenario.
the Russia player may spend extra RPs to ‘recover’ units from the
Russian Surrendered Units box. • Set aside any fractional remainder to arrive at a whole
• The RP cost to move a unit from the Russian Surrendered number. (The excess will be added later, see example.)
Units box to the Russian Eliminated Units box is equivalent • This represents the number of optional worker factors to
to the cost to replace that unit.
be used.
• A Russian unit recovered to the Eliminated Units box may
not be taken as a replacement on the same turn. • The smallest number of optional worker units must be
selected. For example: If the Russian is to get two optional
• A maximum of one Guards unit and one armored unit worker factors, they must select the two-factor optional
may be recovered each turn; this is in addition to the normal worker unit, they can not choose to select two one-factor
replacement limit for these types of units. optional workers.
Example: In September 1943, the Russians can spend five • These optional worker units are placed at the start of the
RPs to move their previously surrendered 1Gd Cavalry unit scenario in any Russian controlled cities that do not already
from the Surrendered Units box to the Eliminated Units box. have a worker.
In November 1943 they can then spend five more RPs to
• Once the game begins, all the normal worker unit rules
bring that unit onto the map as a normal replacement.
apply to these units.
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 23
26.15 OPTIONAL - “Feeding the Beast: Replacement 26.17 OPTIONAL - Lvov Hills Adjustment
Accumulation” This terrain overlay is intended to replace the three mountain
This rule is intended to deter ahistorical game strategies that hexes (T24, T25, U24) southeast of Lvov with clear terrain.
involve the Axis player deliberately minimizing Russian (Some players have felt that the hill and rough terrain in this
casualties. (Doing so results in the Russians not having sufficient region do not merit being treated as mountains.) While none of
units to respond to deep penetrations by the Axis except with the this territory is actually in the Kiev Military District, it should be
units available via rail movement.) Additionally, this addresses noted that making these hexes clear terrain will negatively impact
situations where the Russian player doesn’t want to ‘lose’ factors the opening Russian defenses in this region as they can no longer
because of constraints due to a limited number or variety of units count on the mountains hampering Axis movement and Russian
in the replacement pool. defensive positions for turn 2 are significantly compromised in
• The Russian player may choose to accumulate replacement that part of the map. (Of course, later in the game, it will be the
points instead of expending them during his turn. Axis defenses that will be weakened.)
During the war, the supreme leaders of Germany and Russia were
usually nowhere near the front lines. Players may substitute the
“1-0” Hitler and Stalin counters with the “1-8” versions. This 27.0 SCENARIOS
simulates the willingness of these leaders to play a more active
role in military operations. This rule opens up some interesting The Russian Campaign can be a long game between players
options for both sides if they’re willing to accept the risks of equivalent experience and ability. If the players wish to
associated with deploying their supreme leaders in the front lines. play a shorter game, or if they want to play one of the seasonal
campaigns, the following scenarios are provided. The scenarios
also provide convenient starting points to play a campaign game.
27.1 Getting Started:
Both players should agree on the scenario to be played as well as
• In addition to being able to use rail movement on the first which optional rules are to be applied. A scenario card is provided
impulse, they have a movement factor of eight that they can to help players with set-up. If both players want to play the same
use on second impulse. side, they should then bid for sides using optional rule 26.9.
• Second impulse movement for leaders is not impacted 27.11 Setting Up:
by weather.
The “Turn” marker is placed on the starting turn for the scenario
• The penalty associated with losing a leader (see rule 11.3) being played. All designated reinforcements are placed on the
is applicable to these optional leader units. appropriate Order of Battle Card. All “At Start” forces are
available for deployment on the map; surrendered units are placed
• They may not move into an enemy ZOC unless a friendly in the appropriate “Surrendered Units” box, and remaining units
non-HQ unit occupies the destination hex. are placed in the appropriate “Replacement Pool” box.
• Treat leaders as mountain units when assessing impact of Start lines are identified on the scenario display cards. Russian
terrain on their movement. units can only set up on the eastern side of the scenario line while
Axis are placed on the western side. Excluding the ‘Barbarossa’
scenario, both players must set up such that every hex on the
friendly side of the start line is either occupied or in a friendly ZOC.
Only Russian or Finnish units may set up in Finland or Karelia.
(The area north of the “E” hex row and east of Leningrad.) No
more than one Russian worker can be set up in any city.
Controlled Areas: The Axis player is assumed to control all
railroad hexes, rail junctions, cities, and oil wells on his side of the
start line, and the Russian player controls all the rest. Railhead
markers should be placed on the Axis side of the start line to
reflect this. On the first turn, both sides will receive normally
available replacements and/or reinforcements.
24 Copyright © 2022 Consim Press The Russian Campaign, Deluxe Fifth Edition Rules
27.12 Ending the Scenario: rapidly and must constantly balance the need to preserve its
The scenario will end on the specified turn or, if both sides agreed forces and yet fiercely contest key cities against potentially
before starting, they may play through to the end of the Campaign overwhelming odds. Poor weather may impede the Axis advance
Game (May/June 1945). but the Russians will ultimately rely on courage and tenacity to
halt the Wehrmacht drive east.
Some scenarios determine a winner by victory points (VP). Scenario Length: May/June 1941 - November/December 1942
Major cities and oil wells are worth two points each and minor (Ten turns)
cities are worth one point each. Each city east of the scenario line
controlled by the German player counts as positive points. Each Determining Sides: Per Optional rule 26.8
city west of the line controlled by the Russian player counts as
negative points. Uncontrolled cities do not subtract from the VP Set-Up: The scenario set up is identical to the campaign game
total of the player whose side of the line that city is on. The net starting set-up.
VP total determines the winner as described in each scenario.
Victory Conditions: The Axis player wins if his point total
equals or exceeds FOUR Victory Points at the end of the Russian
27.2 The Breaking Storm Scenario November/December 1942 turn, using the blue ‘Fall Blau’
Scenario Description: The war in the east is launched! This scenario line. Campaign Game victory conditions, including
short scenario is commonly used in tournaments and can easily “Sudden Death” victory conditions, are also used. Finally, the
be completed in three hours. The scenario features an extensively Axis player wins IMMEDIATELY if he controls Moscow at any
tested weather balancing feature combined with victory point point in 1941.
modifications to give both sides opportunities to win. The Axis
have the initiative but the Russians must be ready to counterattack 27.4 Fall Blau Scenario
as the weather starts to favor them. Scenario Description: The winter is but a bad memory and the
Wehrmacht rouses itself for another campaign. In an attempt to
Scenario Length: May/June 1941 - January/February 1942 (Five
strangle the Russian Bear, the reinforced Axis army will throw
turns)
itself at the economic heartland of the Soviet Union. The Red
Determining Sides: Per Optional rule 26.8 Army now has a significant counterattack capability but must be
careful to not fritter it away prematurely while the Axis have their
Set-Up: The scenario setup is identical to the campaign game full mobility and the Luftwaffe dominates the skies.
starting set-up.
Scenario Length: May/June 1942 – July/August 1943 (Eight turns)
Victory Conditions: The Axis player wins the match if his Determining Sides: Per Optional rule 26.8
Victory Point total equals or exceeds MINUS ONE (-1) at the
end of the Russian January/February 1942 turn using the blue Set-Up: Each side has the forces identified in their respective
“Fall Blau” scenario line. The Axis player wins IMMEDIATELY ‘Order of Battle’ on the scenario display card. The “Fall Blau”
if he controls Moscow at any point in 1941. The Russian player line is the blue line on the mini-map. The Axis set up first and
wins by preventing an Axis victory. Campaign Game and Sudden the game begins with the Axis player turn of the May/June 1942
Death victory conditions are not used. turn. Note that Leningrad and Sevastopol are Russian controlled
and are on the Russian side of the scenario line. The Axis and
27.21 Special Scenario Rules: Russian players may each conduct one sea invasion. The weather
1. Any time STAVKA or Stalin is eliminated, one is added to DRM is –1.
the Axis VP count.
Victory Conditions: The Axis player wins if his point total equals
2. Each Axis HQ eliminated reduces by one the Axis VP or exceeds FOUR Victory Points at the end of the Russian July/
count. The loss of Hitler also reduces by one the Axis VP count. August 1943 turn, using the ‘Fall Blau’ scenario line. Campaign
3. If Clear is rolled in Sept/Oct 41, the weather is Game victory conditions, including “Sudden Death” victory
conditions, are used.
automatically Snow in Nov/Dec 41. If Lt Mud is rolled in Sept/
Oct 41, the weather is automatically Lt Mud in Nov/Dec 41. 27.5 Zitadelle Scenario
4. The Russians only receive two paratroop corps; the 8th Scenario Description: Axis hopes for ultimate victory perished
corps is not brought into play. with the Sixth Army in Stalingrad. Now they can only hope for
peace with honor through decisive battlefield victories. The
5. Each side is limited to one sea invasion. Russians are confident that they have beaten the best forces the
Wehrmacht could field and now the time has come to drive the
27.3 Barbarossa Scenario hated Nazis out of the Motherland. The turning point of the war in
Scenario Description: The war in the east is launched! This the east will be the apocalyptic armor battles in central Russia that
scenario starts with the Axis possessing advantages in numbers, will determine who has the initiative for the rest of the conflict.
tactical ability, and air support. They must use these to advance
Scenario Length: May/June 1943 – March/April 1944 (Six turns)
deep into Russia and destroy as much of the Russian army and
industrial capacity as possible. The Red Army will be mobilizing Determining Sides: Per Optional rule 26.8
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 25
Set-Up: Each side has the forces identified in the ‘Order of 28.2 Variant: Revised Historical Set Up
Battles’ specified on the scenario display card. The Axis set up
first and the game begins with the Axis player turn of the May/ German military doctrine advocated concentration of assets
June 1943 turn. The Zitadelle line is the black line on the mini- rather than their dispersal. Splitting off corps units from the three
map and delineates the set-up boundary for both sides. Note German Army Groups ran the risk of defeat in detail, a concern
that Leningrad is Russian controlled. The Axis player may not the German General Staff was well aware of at the time. From a
conduct any sea invasions while the Russians may conduct one. logistics perspective, deployment outside of the three major army
The weather DRM is zero. group staging areas required coordination with the Rumanians,
who were not entirely prepared for the June offensive, and had a
Victory Conditions: The Axis player wins if his point total less well developed infrastructure requiring considerable German
equals or exceeds NEGATIVE SIX Victory Points at the end of engineering work to make useable.
the Russian March/April 1944 turn using the black ‘Zitadelle’
scenario line. Campaign Game victory conditions, including To historically setup the original battle plan, the following
“Sudden Death” victory conditions, are used. optional rule is suggested for greater realism:
• No Axis units other than those listed on the German Order
27.6 Bagration Scenario of Battle Card may begin the game set up in Rumania, which
Scenario Description: Military defeat seems all but assured for includes the Odessa Military District.
the Wehrmacht; it is now up to the politicians and scientists to try • The mountains in the Lvov gap, hexes T24, T25, and U25,
salvage Germany’s future through deft diplomatic maneuvering are considered clear terrain.
or breakthrough superweapons. Nevertheless, it is the task of
the Axis army to buy time for the Reich. The Russians will be • No Axis Rail Movement into Rumania is allowed on the
pressing hard as, knowing victory is inevitable, they want to opening game-turn.
overrun as much of Europe as possible before peace breaks out.
28.3 Variant: Hitler No Retreat
Scenario Length: May/June 1944 – May/June 1945 (Seven turns)
Hitler was well known for having issued “no retreat” orders
Determining Sides: Per Optional rule 26.8 throughout the campaign. His most (in)famous was Directive No.
39, ordering the Wehrmacht to assume a defensive stance on the
Set-Up: Each side has the forces identified in the ‘Order of whole front in response to the Soviet winter counteroffensive in
Battles’ specified in the scenario display card. The Bagration line front of Moscow. He ordered his soldiers to defend every patch
is the red line on the mini-map and delineates the set-up boundary of ground, “digging trenches with howitzer shells if needed.”
for both sides. The Russians set up first and the game begins with General Guderian protested, pointing out that losses from cold
the Axis player turn of the May/June 1944 turn. Neither player were greater than combat losses. Nevertheless, Hitler insisted
may conduct any sea invasions. The weather DRM is +1. on defending the existing lines, and Guderian was dismissed by
Victory Conditions: Victory is determined using the Campaign Christmas, along with generals Hoepner and Strauss, commanders
Game victory conditions. of Panzer Group 4 and 9th Army.
The following optional rule reflects Hitler’s intransigence and the
28.0 BONUS MATERIAL resulting repercussions for those who defied him early in the campaign:
Throughout the years The Russian Campaign seen many • Beginning with the Nov/Dec ’41 game-turn, each hex of
attempts to introduce new ideas and concepts to increase the the furthermost eastern hex row running north–south which
scope and historical accuracy of the game. These consisted of is occupied by an Axis unit at the start of an Axis Player turn
both rules enhancements and the introduction of additional units must also be an Axis controlled hex at the end of that same
discovered by ardent players and designers that revered this game. player turn, unless it is no longer possible to trace a line of
They included articles in MOVES magazine, extra counters and supply from the occupied hex or the hex is now behind an
additions found in numerous writeups on the game. The following Axis unit or Axis zone of control further east in the same
is an attempt to provide these variants for your pleasure as well as east-west hex row. Control is defined as being Axis occupied
add to the historical background of this game. or in the zone of control of an Axis unit.
28.1 Variant Rules • The Hitler No Retreat Rule is meant to restrict the Axis
The following rules have been used in game play but are offered Player from moving his units in a manner which would cause
up as play variants simply because they have not been thoroughly him to lose control of Soviet territory which was occupied
tested by the project team. We encourage you to play or experiment by an Axis unit at the beginning of an Axis Player turn.
with these rules if you find them to your liking. However, Axis attacks may result in the loss of Axis occupied
hexes. This would not constitute a violation of the Hitler
No Retreat Rule. Thus, the Hitler No Retreat Rule pertains
only to the voluntary movement of Axis units, not to combat
results dictating the retreat or elimination of an Axis unit.
In effect, the Axis Player may lose control of a previously
occupied hex by a combat result. Such territorial losses are
not considered a violation of the Hitler No Retreat Rule.
26 Copyright © 2022 Consim Press The Russian Campaign, Deluxe Fifth Edition Rules
• At the beginning of any Axis Player turn, any Axis unit 28.4.3 38th Panzer Corps
which cannot trace a line of supply may ignore the Hitler No This was the old 38th Infantry Corps which in January
Retreat Rule. That unit is free to ignore the rule until it enters 1945 was redesignated a panzer corps. Simply replace
a hex in which it can once again establish a line of supply. the 3-4 38th Infantry Corps with the 5-7 38th Panzer
Since the Hitler No Retreat Rule is determined at the start Corps. If the 38th Corps is destroyed, then use any other 3-4
of the Axis Player turn, the formerly out of supply unit may Infantry Corps.
freely move to any position in supply.
28.4.4 3rd & 4th SS Panzer Corps
• Upon implementation of the Hitler No Retreat Rule, it is
permanently ignored for the remainder of the game when No new unit here, just some simple common
either 1) the Soviet Player conducts at least one combat sense. For most of the war, the main integral
at odds of 1-1 or better during a snow game-turn; or 2) it units of the 4th SS Panzer Corps were the 3rd
becomes a 1942 non-snow game-turn. & 5th SS Panzer Divisions, while the 3rd SS (Germanic) Panzer
Corps had the 11th SS Panzergrenadier Division & “Nordland” SS
28.4 Order of Battle Additions for Germans and Russians Panzergrenadier Brigade. Now doesn't it stand to reason that two
of the strongest SS tank divisions should have a strength higher
This article was published in MOVES magazine, issue 79 (March/ than one SS armored infantry division? For this reason, the 4th SS
April 1994). We are pleased to provide it as bonus material, Panzer Corps should be a 7-7 and the 3rd SS Panzer Corps should
along with the corresponding die-cut counters for game play. be a 6-7. (No new units are provided in this case – instead, simply
Our appreciation to Decision Games who granted us permission switch the 4th SS and 3rd SS Panzer Corps on the Optionals Order
to reprint this article). See the Optionals Order of Battle Display of Battle Display Card).
Cards for units labeled “see 28.4”.
28.4.5 8th, 10th, & 11th Guards Army
Just when you thought things were getting old and cold at the
Russian Front, someone always manages to add a bit of spice For the sake of keeping the game
to this old favorite from Avalon Hill. This variant is basically balanced, many Russian armies which
a revision of the OB cards for the Russian and German player existed in real life were simply not
in The Russian Campaign. The game system is not unbalanced placed in The Russian Campaign game. However, since the
because both sides receive new units in an almost equal share. German player now receives more units, the Russian player can
The new units either arrive as per the reinforcement schedule or now use these as they arrive in the reinforcement schedule. Simply
begin at start. For those “doubting Thomases” out there, let me replace them for the regular Russian armies mentioned in the OB
just say that I used two excellent sources for my research, the card (replace the30A with the 10th Guards, replace the 16A with
classic “Verbande und Truppen der Deutschen Wehrmacht und the 11th Guards, and replace the 62A with the 8th Guards), then
Waffen-SS, 1939-1945” by Georg Tessin (a massive 15-volume spend the Replacement Points’ difference for them. For example,
set on the German Order of Battle for World War II), and “Red the 62nd Army (5-3) is replaced by the 8th Guards Army (7-4).
Army Order of Battle in the Great Patriotic War” by the team of The difference in strength points is 2 strength points. That is the
Poirier and Turner. number of replacement points which must be spent in order to
activate the 8th Guards Army (which will replace the 62nd Army).
Some of the units which are included in this game remake should
be explained, while others are additional corps or armies which 28.4.6 12th SS Corps
made their appearance on the eastern front at the date specified: This SS corps appears on the eastern front but must be
withdrawn to the western front at the end of the October
28.4.1 Flak Corps 1944 phase. Simply remove the unit from the board.
There were two German Flak corps which There is no need to have it ‘march’ off the game board. If it has
were used in Russia, the 1st and 2nd. These been destroyed, a regular German corps of equal strength value
were mobile units consisting of light to super (4-4) must be withdrawn.
heavy Flak regiments, all fully motorized (Reichfuehrcr Hermann
Goering saw to that). They should be treated as motorized corps 28.5 The Warsaw Uprising
for movement purposes and combat. Once they are lost, they can A TRC5 Variant by Kim Meints
never be replaced. See the Russian Optionals Order of Battle Display Card for the
unit labeled “see 28.5”.
28.4.2 OKH Corps & “Vistula” Corps
The Warsaw Uprising adds a single 2-0 unit (“AK”) to
These corps arrive on the board in Berlin. Both the Russian side (see August 1943 reinforcement on
of these headquarters units were higher echelon Russian Optionals Order of Battle Display). Historically,
HQ that controlled German fighting units in it had anywhere from 20,000-40,000 men. Beginning on Game
R u s s i a (OKW was responsible for all the other theaters of the Turn 14 (August 1943), or any later turn, the Russian player may
war as well). The OKW unit was based at Zossen, just south of place the Polish AK unit in Warsaw if it is unoccupied by an Axis
Berlin, but was forced to move when the Russian Army attacked unit. It may be placed in an Axis ZOC.
Berlin in April, 1945. Both units move like any other headquarters
unit. Use them for defense. The Polish AK unit does not count against stacking, has a ZOC, is
always supplied, is not replaceable, and may never leave Warsaw.
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 27
Its combat strength is doubled when defending, since Warsaw is a II. Sea Transport
major city. It is never required to attack, but if it chooses to attack, There is no limit to the number of invasions each side can make in
all normal combat rules apply. the Black Sea during the game.
When defending, only combat results of EX, DE or DS affect the Once any sea movement fails (i.e., the transported unit is “sunk”
unit. When attacking, ignore AR results. without landing), that side may not use ANY sea movement on
that sea for the remainder of the game.
If a Russian unit has entered Warsaw at any point and the AK
unit is in Warsaw, the Russian player must eliminate (“forcefully III. Alternative Strategic Scenarios
draft”) the AK unit in exchange for 2 Russian replacement
Any or all of the following variations can be instituted in a game
points. Do this during the Russian Replacement Phase following
of The Russian Campaign. Set up the game and proceed normally
Warsaw’s capture.
until the game turn indicated in each variation - at that point the
28.6 But What If... The Russian Campaign Variants indicated player may choose whether to trigger that variation.
By Richard Hamblen (from Avalon Hill's The General magazine, The Mediterranean Distraction
Vol. 13, No. 4)
Hitler decides not to invade the Balkans. The Greek and Crete
See the Optionals Order of Battle Display Cards for units labeled campaigns do not happen; Italy remains tied up in Albania.
“see 28.6”. Balkan politics are less favorable to the Germans, and the British,
undistracted by the Greek campaign, are able to concentrate on
I. Artillery Corps: Add the following units to the game: Rommel.
Note: Revised artillery rules are incorporated as a standalone After the Russian setup but before the German setup the German
optional rule in 26.5 and supercede these artillery rules. player decides whether to employ this section. If he does:
1. The game starts with the March/ April 1941 turn. The German
Russian: Available '43
player sets up and then rolls for weather normally, but if “snow"
is rolled Axis units are NOT halved because of supply - the "first
winter" mentioned in the supply rules is always the winter starting
Available '44 in late 1941/early 1942. (If the player agree beforehand, they may
use the historical weather Mud.)
28 Copyright © 2022 Consim Press The Russian Campaign, Deluxe Fifth Edition Rules
5. The German Fleigerkorps is not wrecked at Crete and the commit their forces to "roundup" - the 1942 invasion of Europe.
Germans do not discontinue their parachute training. The
following units are introduced into the game: 1. Immediately before the German May 1941 impulse the German
player decides to abandon the African project and commit Rommel
Available at start to the Eastern Front.
c. German paratroop units may land on top of enemy units! In 6. The German player gets replacements for the Rumanian oil
this case they attack only the stack they land on top of - while field even if Rumania is neutral.
in the same hex with Russian units their ZOC does not extend
into adjacent hexes and they do not have to attack adjacent THE JAPANESE GAMBIT
Russian units. However, if they do land on top of Russian With the Siberian Army sent west, the Japanese are tempted to
units, all those Russian units must be eliminated or retreated attack Russia. Japanese formations are diverted from southeast
out of that hex - if in the same hex with Russian units at the Asia for the attack, and the British holding the Indian subcontinent
beginning of a second impulse, a paratroop unit is immediately are able to concentrate on establishing a Russian supply line
destroyed. through Persia and the Caspian.
d. German paratroops have to trace supply like other Axis units. 1. This section can be activated only if the Russian player has
activated "The Russian Reaction" above. The German player
e. Paratroop units can never be replaced. decides before his December 1941 impulse whether the Japanese
f. At the start, the German parachute unit may set up in Poland will attack Russia.
or off the board. 2. Starting in December 1941 the Russian player must send one of
6. The Russian player doubles all Archangel replacement rolls. his replacement units to Siberia each time he gets replacements.
These units are kept in a separate pile; they are not surrendered but
7. For purposes of determining victory, both payers control may not be taken as replacements again. If the Russian player is not
Budapest as long as Rumania is neutral. able to divert one of his arriving replacements he loses the game.
The Russian Reaction 3. As soon as he has sent 40 factors to Siberia the Russian player
Stalin decides whether to bring the Siberian Army west to defend need not send any more. He can send more if he wishes; however,
against the Germans. Reinforcements arrive earlier, but with he may never send more than one replacement unit per turn (and
Siberia stripped of troops the Japanese are tempted to attack ... only replacement units may be sent).
1. At the start of his March/April 1941 turn the Russian player 4. As soon as the Russian player has sent 60 factors to Siberia,
must decide whether to bring the Siberian Army in early or not. on his next tum he may start bringing the Siberian units back.
He cannot later change his mind. If there is no March/April These units are brought back one unit per turn and appear as
I941 turn - i.e., if the German player did not activate "THE replacements. He may continue to bring them back until all have
MEDITERRANEAN DISTRACTION" above - then the Russian returned; he need never send units to Siberia again even if he dips
player cannot activate this section. below the 40 factors.
2. All Russian reinforcements listed as arriving on the East edge 5. A British supply line is established through the Caspian. The
during 1941 arrive one full turn earlier than scheduled. Russians get an extra replacement die roll every turn they control
Astrakhan, starting in May 1943.
3. If the Russian player activates this section then the German
player can activate "THE JAPANESE GAMBIT," below. Tunisia Or Not Tunisia
Hitler decides to abandon the Mediterranean when the Allies land
The Italian Sellout in Afrika. German forces are evacuated or not committed; but the
Hitler decides not to send the Afrika Korps to bolster Mussolini's Allies are not tied up in the Mediterranean and are free to execute
feeble war effort. Italy withdraws from the war and the British "Bolero," the 1943 invasion of Europe.
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 29
1. This section cannot be activated if the Germans activated "The Putting The Bulge on the Russians
Italion Sellout” above. The German player decides whether to
implement this section before his November 1942 impulse. Hitler decides to employ his scraped-up reserves against Russia
instead of against the Allies in the Ardennes.
2. All Italian units are removed from the game.
1. The German player chooses whether to implement this before
3. The Herman Goering panzer corps appears as a reinforcement his September 1944 turn.
in January 1943.
2. All panzer corps withdrawn earlier in the game appear as
4. The two SS panzer corps must be removed in May of 1943 reinforcements on the October 1944 impulse. If not already in
(instead of 1944). play, the Herman Goering corps also appears.
5. The German player gets an extra armored replacement in 1943. 3. On his November 1944 turn the German player gets to take
replacements.
4. The German player must win, or he loses. A draw counts as a
Russian win.
30 Copyright © 2022 Consim Press The Russian Campaign, Deluxe Fifth Edition Rules
28.7 The Russian Campaign Strategic Political Variants city at the rate of one unit per clear weather turn. PLAY WHEN
by Alan Emrich (from Battleplan Magazine Issue #1) THE FIRST RUSSIAN UNIT SURRENDERS.
See the Optionals Order of Battle Display Cards for units labeled 5. Mild German occupation policies and promises of liberation
“see 28.7”. Axis units below are not shown on their card. are used to deal with resistance. Change the Victory Condition
wording of rule 24 to "must control the following number of
Strategic wargames often emphasize the military and economic cities" rather than "must occupy," and remove Russian partisans
over the political aspects of a campaign. Changing political from the game completely. PLAY DURING THE RUSSIAN
situations can prove as decisive an element as any military or SEPTEMBER 1941 PLAYER TURN WHEN THE FIRST
economic event. Since these three elements of strategy must be PARTISAN UNIT IS PLACED.
considered together in any good strategic level conflict simulation,
allow us to present some political possibilities in that classic, and 6. The Germans encourage Ukrainian Separatists movement
award winning wargame, The Russian Campaign. and promise a 'Free State' of the Ukraine. The area of the Ukraine
(formed by the Don River to the Voronezh to Odessa rail line,
To begin with, use one set of chits numbered one through six. inclusive, including the Crimea) will only allow one Russian
Both players draw one chit from a cup before setting up and keep partisan unit within its borders. (treat Ukrainian troops as SS for
them hidden until played. The timing and effect of each chit for anti-partisan capabilities in the Ukraine). Furthermore, during each
each side is as follows: reinforcement phase beginning the turn after the Axis first control
both Kiev and Odessa, the Axis may add Ukrainian Army units
German Chit Draw Results to their forces. These units to be placed on any Axis controlled
1. No anti-Axis coup in Yugoslavia. Germany still invades Greece city in the Ukraine. These units may never leave the Ukraine
and Crete, however, the 18th Mountain (3-5) and 65th Infantry (3- voluntarily, and must return directly (even by combat) if forced
4) corps are available for set-up on turn one in Rumania, or with to leave. The Ukrainian Army consists of (1) 2-3, (2) 3-4, and (1)
Army Group South. The Yugoslavian 2nd Infantry (2-3) arrives 4-3 Infantry units, and may be replaced at the rate of two per year
in August 1941, the 5th Infantry (3-3) arrives in November 1941, during the first clear weather turn of each year. They are to be
and the 3rd Infantry (2-4) arrives in May 1942. Yugoslavian units brought in in the same manner as Ukrainian reinforcements. If no
are considered Axis units for all purposes and may be replaced in Ukrainian cities remain Axis controlled, the Ukrainian forces on
the usual manner at the rate of one per the board continue fighting for the Axis, but they may no longer be
year. PLAY THIS VARIANT BEFORE replaced. PLAY WHEN THE
SET-UP. FIRST UKRAINIAN UNITS
ARE READY TO ARRIVE.
2. Heavy bombers manufactured by Germany. Goering gives
some support to Weaver's heavy bomber plan. These bombers Russian Chit Draw Results
have the capability of bombing Russia behind the Urals. During 1. No winter war with Finland. Finland is a neutral country
each Russian Replacement Phase the German player rolls a die throughout the game and cannot be invaded. Remove all Finnish
and subtracts the last digit of the current game year, and one units and reinforcements. Russian units assigned to set-up on
additional point during non-clear weather turns. Roll the die, the Finnish border may be placed in any nonmilitary district
and if it is still a positive number, subtract that number from the city with normal stacking limits. The northern Finland special
Russian replacements for that turn. Ignore strategic bombing reinforcement enters in July 1941. PLAY BEFORE SETUP.
results with a zero or negative value. PLAY THIS VARIANT
BEFORE SET-UP. 2. Factory Evacuation: At the start of each of his Replacement
Phases, the Russian player may move one Worker Point by rail off
3. OKH prepares for winter fighting. Axis combat supply of the east edge of the map, and move it to 'Siberia'. This move
restrictions for snow turns apply only to the first winter, and with consumes two of the Russian rail movement allowance for that
the reduced (second winter) restrictions. Ie. The Axis are in supply game turn, with the Worker unable to produce reinforcement
if they are within two hexes of a friendly controlled city. PLAY points for five game turns. All reinforcement workers may be
THIS VARIANT DURING THE FIRST SNOW WEATHER placed directly in Siberia, with only a three turn loss of production.
TURN OF THE GAME. NOTE: A record should be kept in order to keep track of how
many Worker Points are left from partially evacuated counters,
4. Vlasov Army: The Germans promise a Russian Free State and when relocated workers will once again begin production.
to General Vlasov who, in turn, raises a large, anti-communist, PLAY WHEN FIRST WORKER IS RELOCATED.
Russian 'Liberation' army to fight alongside the Axis. As Russian
combat units surrender during 1941-1943, roll a die for each unit 3. Stalin allows for defensive preparedness, so the invasion is
eliminated. If the die roll is greater than, or equal to, the unit's not a surprise. Ignore rule 14.3. Because they are not surprised,
combat factor, add it to the Vlasov Army by placing it on any Russian units are doubled behind rivers during the first impulse
Axis controlled Russian city during the next Axis Reinforcement of the May 1941 turn. Furthermore, the Stalin Line is constructed
Phase. NOTE: The Vlasov Army is limited to its first two armor along the entire line of hexes, one hex east of all the Military
units only, and no more armor units may be added once these are District boundary lines. Russian units defending in these hexes
established. Vlasov Army units are considered Axis allies for all in 1941 or 1942 add 'one' to each of their combat values (which
purposes, do not suffer winter combat supply restrictions (ie. like is not doubled for terrain) and may ignore retreat results as if de
the Finns), and may be replaced on any Axis controlled Russian fending in woods (rule 41.4). PLAY BEFORE SET-UP.
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 31
4. No Red Army purges: The Soviet Army officer corps is freed 29.0 DEVELOPER NOTES
from political worries and allowed to function more efficiently.
All Russian army sized units may now stack like corps sized It is with more than a little trepidation that we introduce the Deluxe
units. PLAY BEFORE SET-UP. Fifth Edition (DFE) of John Edwards of John Edwards’ “The
Russian Campaign”. With numerous editions and derivations of
5. Increased Soviet efforts promote highly the game having been released in the last half century, starting
effective resistance. Paratroop units may be with the Jedko release in 1974, followed by Avalon Hill’s 1976
brought into the game as partisan counters edition, and most recently with L2 Design Group’s fourth edition
(in lieu of air dropping), with each unit brought in replacing one (TRC4) in 2003, there is a long and storied lineage to this game
normal partisan counter for the remainder of the game. They are that ensured that the anticipation factor would be high and that
placed as per rule 19.1, and may now be placed in Poland as well, gamer expectations would be even higher. These developer notes
within three hexes of Warsaw. Rule 18.4 and 19.2 still apply to are intended to provide context to this edition for both newcomers
these counters, and they may also conduct movement and combat and grognards alike. More specifically, in these notes we delve
like normal Russian units, receiving all terrain benefits. Rule 19.3 more into the ‘why’ and less about the ‘how’.
no longer applies since the Axis player may only eliminate these
partisan units by combat. NOTE: SS units attacking partisans do With the fourth edition being out of print and sold out by 2007,
so at double strength. Rule 19.4 is now changed by deleting the it seems far too easy to immediately declare that commercial
words, 'whether or not.' These partisan units may only be replaced motivations were the impetus for yet another edition of the game.
and brought back onto the board at the rate of one per turn if With almost 250 THOUSAND copies of the game having been
eliminated. PLAY WHEN FIRST USED. sold in the 70’s, there was a huge audience with some amount
of pent-up demand still lingering. (As aptly demonstrated by
6. The Soviets concentrate on trucking industries and adopt how rapidly TRC4 became ‘unavailable’ unless you were willing
a mobile warfare doctrine. Increase Russian Infantry movement to step into the auction / reseller market.) Behind the scenes,
allowances to four, and Infantry Battlegroups to three. Armor multiple companies and individuals were jostling for the rights
movement allowances are increased by one to six or seven to an ‘official’ release. As you doubtlessly figured out, Consim
(maximum). This includes Armor Battlegroups. PLAY DURING Press was victorious in that competition and emerged with the
SET-UP. rights, and John Edwards’ blessing, for a fully licensed reprint.
28.8 Optional Bulgarian Forces Given the commercial opportunity, and the appropriate publishing
rights, it would have also been trivial to merely dust off the
These Bulgarian units were added to the counter mix because of physical aspects of earlier editions and apply some superficial
available space on the countersheet. Players are encouraged to use shine, but with this release, the development team felt like they
as they wish. There are no written rules for these. could deliver more while still remaining true to the original vision
of the game. The design principles we were holding to were
centered on delivering a consistent feel, a playability driven by
straight-forward rules, and, most importantly, leveraging the core
mechanics that have worked so well for almost fifty years. The
28.9 Duplicate Cavalry Units game has been a staple of organized play for many years, there
have been numerous articles and reviews about it, and significant
Duplicate/replacement Cavalry Units have been provided in the
analysis, qualitative and quantitative, has been conducted. The
counter mix. These cavalry units tend to be high-use and there
development team had little desire to upend the previous body
was space on the countersheet to provide replacements for when
of work associated with this game. It is recognized that many
the originals become worn from use.
players are not content to merely conduct endless replayings of
the same game so it should be noted that the TRC DFE edition
also encompasses most of the optional rules and variants
developed over the decades; these add more than a little spice to
what already was a heady stew of gaming fun! The audience for
this release is intended to be those who grew up with the game,
those who want to refresh their existing worn out cardboard and
paper, and those who are just coming into the hobby and wonder
what all the fuss was about; in short: Anyone and everyone with
an interest in historical simulation and gaming should get a lot out
of this edition!
Keeping things ‘consistent’ does not mean there were no changes.
General areas of change included:
32 Copyright © 2022 Consim Press The Russian Campaign, Deluxe Fifth Edition Rules
Rule Enhancements: Numerous changes made to the original never reach consensus other than that the conversion rules as they
John Edwards design that were implemented in TRC4 were existed in TRC3 could not stand. At the end of the day, TRC
retained in TRC DFE. Changes new to TRC DFE included DFE retained the junction concept but refined the terminology
enhanced explanations of terminology and markers, streamlined and added more examples to illustrate the interplay of zones of
wording for sequence of play, using examples of play to control, junctions, and rail lines in a way that would make the
demonstrate game concepts (e.g., “retreating forward”), removal concepts more intuitive.
of rules that didn’t work out in prior editions (e.g., leaders have
ZOCs again), and, most importantly, tweaks to wording to address Strategy Constraints: All too often players brought to the table
rules errata and updates identified in prior editions. their own biases regarding history and military strategy. They
might, for example, have felt that the Axis logistical network was
Rule Additions: There were a few updates to the underlying not in place to support multiple Panzer Corps in Romania when
game that many will appreciate. Revised replacement rules, Barbarossa launched, thus they wanted to hamstring the offensive
for example, now allow the Germans to bring in a forgone 5-4 openings by limiting German deployments at the games start. The
with a 4-4. Similarly, in the late game, the Russians can now fact that even larger Axis forces were supplied in that area of the
bring in two Guards/armor units per turn, instead of one. Losses front in the 1943 and 1944 campaigns should make it clear that
involving “Exchanges” were also updated - they are no longer the issue was one of 1941 logistics, and not physical capability. In
‘simultaneous’ with the imposition of loss sequencing resolving this game, YOU are in command and your choosing to load up in
many troublesome rules questions related to rail and city control. the south would imply you did the appropriate preparatory work
to make that happen.
Development Approach: This edition had an even larger team
involved than TRC4. The team was very engaged in multiple Optional Rules and Variants: With regards to what was selected
reviews of the graphics, rules, and the examples of play. The for inclusion, some general principles were applied. Firstly,
development team had accumulated decades of organized our default decision was to include any previously published
play under their belt and was well versed in the various rule optional rule or variant. Secondly, it had to make sense within
complexities. Having traversed the TRC map over hundreds of the context of the current game and not just be an excuse to throw
playings also helped ensure that the graphical art updates were in some untested oddity that someone thought interesting or
accurate and appropriate. (For example: Knowing how they reflected a personal historical narrative that would not withstand
were used, the various unit holding boxes on the map could be serious scrutiny, e.g., arbitrary rules regarding the first winter
optimally sized.) constraining movement. In some cases, there were variants that
are now part of the standard game rules because they addressed
Over the years many players have suggested ideas that were broader competitive concerns, for example Sturmoviks, and off-
well received and subsequently incorporated into the game.
board encirclements.
(Examples include the revised weather tables, victory conditions,
and rail conversion rules.) On the other hand, there are numerous There is no doubt that this game is overdue but we hope the
changes we did NOT make. The following are a few, along wait was worth it. Over the span of several years, many spirited
with the rationale behind them. (These are intended to illustrate discussions were held amongst the team members and with other
the implementation of the development philosophy, not a stakeholders in the TRC playing community. Members of the
comprehensive litany of things that ‘didn’t make the cut’.) development team were not afraid to voice their opinions, and we
also welcomed their relaying thoughts and commentary from those
Terrain Updates: The “Missing Mountains of Lwow” have not on the team but, nevertheless, were key contributors to TRC
been often cited as a defect in the original map. It’s true there lore. The team didn’t always agree on the implementation, often
are no towering ranges in that part of the map but a topographical arguing about graphical treatments, punctuation, and wording, but
review did reveal that the treatment here was consistent with other we were always aligned on our goal of delivering a gaming product
areas of the real-world map. (The “Valdai hills” for example, that would stand up to the scrutiny of the stakeholders including
peak at elevations LOWER than that found to the SE of Lwow!) the designer, publisher, and most importantly, the players.
Given that the Stalin line fortifications were situated in this part
of the map, it didn’t seem far-fetched to ascribe some difficulties - Tom Gregorio
for German forces to get through this area. More importantly,
however, was that eliminating this rough terrain would negate ALL
the existing defensive strategies in the Kiev Military District! Yes,
new strategies, offensive and defense, would arise, but this team
felt that this would detract from the historical legacy of the game.
Rule Updates: Some players felt that the rail conversion rules
were not simple enough. This developer would agree that the rail
rules are, by far, the most complex part of the game with some
very obscure edge cases often becoming the subject of much
arcane debate. First introduced in the 4th Edition, the rail junction
concept eliminated some strange conversion situations where rail
would convert ahead of the front line military units. The team
discussed multiple other ways to address the situation but could
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 33
DESIGN CREDITS GAME SUPPORT
Far too many individuals to be named have been involved in We hope you enjoy this Deluxe 5th Edition of The Russian
the evolution of The Russian Campaign; below are some folks Campaign. We assembled an incredible team of contributors for
who played key roles in the development of this game. These this new edition. We realize our work is not done to ensure you
contributors are all experienced players, well versed in competitive have an enjoyable play experience, so we invite you to submit any
play, and played a vital role in developing and fine-tuning this rules questions you may have by visiting this URL or scanning
edition of The Russian Campaign. the QR code provided. Our team will do our best to respond in a
timely manner.
GAME PRODUCTION: John Kranz
https://bit.ly/trc-5th-rules-questions
GAME DESIGN AND HISTORICAL RESEARCH:
John Edwards
The Russian Campaign: Deluxe 5th Edition • Copyright © 2022 Consim Press
Portions of the game rules are copyright Art Lupinacci and L2 Design Group
Published under license by GMT Games, LLC
34 Copyright © 2022 Consim Press The Russian Campaign, Deluxe Fifth Edition Rules
RULES INDEX
AIR POWER – STUKAS AND German Army Group HQ Units [11.1]. . . . . . . . . . . . . . . 10 Optional Worker Unit Calculation [26.14]........... 23
STURMOVIKS [15.0].............................................. 14 German Stuka Availability [15.6]. . . . . . . . . . . . . . . . . . . . . 14 Optional Worker Units [26.14].. . . .................... 23
Alternate Strategic Scenarios Option HEADQUARTERS AND LEADERS [11.0]. . . . . . 10 PARTISANS [19.0]. . . . . . . . . . . . . . . . ................... 16
Flow Chart [28.6].. ............ . . . . . . . . . . . . . . . . . . . . . . . . 30 Hitler Leader Unit [11.2, 11.3].. . . . . . . . . . . . . . . . . . . . . . . 10 Placement of Optional Battlegroups [26.4.2]........ 21
Archangel Replacements [22.4].. . . . . . . . . . . . . . . . . . . . . . 18 How to Read Units [2.1].. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Placing Axis Replacements On Map [21.1].......... 17
AUTOMATIC VICTORY ATTACKS [16.0].. . . . . 14 Hungary Surrender [24.2]. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Placing Replacement Units [22.6].................... 18
Automatic Victory Example of Play [16.2].. . . . . . . . . . 15 Illegal Attack Example of Play [12.5]. . . . . . . . . . . . . . . . 11 Placing Russian Paratroop Drops [18.3]............. 15
Automatic Victory Movement Limitations [16.2]. . . 14 Impulse Combat Restrictions [12.4].. . . . . . . . . . . . . . . . . 11 Placing Russian Partisans [19.1]. . . ................... 16
Axis and Russian Reinforcements [20.5].. . . . . . . . . . . . 17 INTRODUCTION [1.0].. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Placing Worker Units [22.3].. . . . . . . ................... 18
Axis First Impulse Combat Phase [4.1.3]. . . . . . . . . . . . . 5 Italian Replacement Limitations [21.5].. . . . . . . . . . . . . . 18 Political Variant German Chit Results [28.7]........ 31
Axis First Impulse Movement Phase [4.1.2]. . . . . . . . . . 5 Italy Surrender [24.4]. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Political Variant Russian Chit Results [28.7]........ 31
AXIS MINOR ALLIES [24.0]. . . . . . . . . . . . . . . . . . . . . . 19 Kerch Strait [8.5].. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 PREPARE FOR PLAY [3.0]. . . . . .................... 4
Axis Minor Surrender [24.1].. . . . . . . . . . . . . . . . . . . . . . . . . 19 Lapland Reinforcements [20.6]. . . . . . . . . . . . . . . . . . . . . . . 17 Properties of Worker Units [22.2]..................... 18
Axis Motorized Substitution [23.1, 23.2]. . . . . . . . . . . . 19 Mandatory Attacks [12.1]. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Rail Conversion [9.4]. . . . . . . . . . . . . . ..................... 8
Axis Out of Combat Supply Penalty [17.3.1]. . . . . . . . 15 Markers [2.0]. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Rail Conversion Examples of Play [9.4].............. 8
Axis Player Turn [4.1]......... . . . . . . . . . . . . . . . . . . . . . . . . . 4 MOTORIZATION [23.0]. . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Rail Junction [9.4.2]. . . . . . . . . . . . . . . . .................... 8
Axis Player-Turn End Phase [4.1.6]. . . . . . . . . . . . . . . . . . . 5 MOVEMENT [5.0]. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Rail Junctions Example of Play [9.4.2]............... 8
Axis Replacement Unit Substitution [21.6]. . . . . . . . . . 18 Movement into Bulgaria [5.5].. . . . . . . . . . . . . . . . . . . . . . . . . 6 RAIL MOVEMENT [9.0]. . . . . . . . .................... 7
AXIS REPLACEMENTS [21.0]. . . . . . . . . . . . . . . . . . . . 17 MOVEMENT RESTRICTIONS [8.0]. . . . . . . . . . . . . . 6 Rail Movement Examples of Play [9.3]............... 7
Axis Replacements Availability [21.2].. . . . . . . . . . . . . . 17 Multi-Hex Combat Example of Play [12.4]. . . . . . . . . . 11 Rail Supply Sources [17.2.2]. . . . . . . ................... 15
Axis Replacements Example of Play [21.0]. . . . . . . . . . 18 Multiple Attacking Units [12.2]. . . . . . . . . . . . . . . . . . . . . . . 11 Railroad Capacity [9.2]. . . . . . . . . . . . ..................... 7
Axis Second Impulse Combat Phase [4.1.5]. . . . . . . . . . 5 Multiple Unit Combat [12.3]. . . . . . . . . . . . . . . . . . . . . . . . . . 11 Reinforcement Entry Example of Play [20.4].. ...... 17
Axis Second Impulse Movement Phase [4.1.4].. . . . . . 5 Off-Board Encirclements [20.10]. . . . . . . . . . . . . . . . . . . . . 17 REINFORCEMENTS [20.0]. . . . . ................... 16
Axis Unit Replacement Eligibility [21.4]. . . . . . . . . . . . 17 Off-board Rail Movement [9.3.4].. . . . . . . . . . . . . . . . . . . . . 8 River Combat Effects [14.1.1]. . . . . ................... 14
Bagration Scenario [27.6]..... . . . . . . . . . . . . . . . . . . . . . . . . 26 Off-Map Unit Box Entry into Cities [20.4]. . . . . . . . . . 16 RR Convert Markers [9.4.6].. . . . . . . .................... 9
Baltic Sea Movement [10.2, 10.4, 10.5].. . . . . . . . . . . . . 10 Off-Map Unit Box Example of Play [20.1].. . . . . . . . . . 16 Russian and Finnish Combat Supply [17.3].. ........ 15
Barbarossa Scenario [27.3]. . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Off-Map Unit Box Movement Limitations [20.3]. . . 16 Russian Automatic Victory Restriction [16.4]....... 15
BATTLE RESOLUTION [13.0]. . . . . . . . . . . . . . . . . . . . 12 Off-Map Units Box [20.1].. . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Russian Combat Modifier Exception [14.1.3]....... 14
Black Sea Movement [10.2].. . . . . . . . . . . . . . . . . . . . . . . . . . 10 Optional Artillery [26.5].. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Russian First Impulse Combat Phase [4.2.2].. ........ 5
BONUS MATERIALS [28.0]. . . . . . . . . . . . . . . . . . . . . . . 26 Optional Artillery Retreat Restrictions [26.5.5].. . . . . 21 Russian First Impulse Movement Phase [4.2.1]...... 5
Breaking Storm Scenario [27.2]. . . . . . . . . . . . . . . . . . . . . . 25 Optional Battlegroups [26.4]. . . . . . . . . . . . . . . . . . . . . . . . . . 21 Russian Industrial Mobilization [22.7]............... 18
Bulgarian Garrison [20.7]..... . . . . . . . . . . . . . . . . . . . . . . . . 17 Optional Bidding Examples of Play [26.8].. . . . . . . . . 22 Russian Paratroop Drops [18.1].. . .................... 15
Calculating Russian Replacement Points [22.1]. . . . . 18 Optional Competitive Bidding for Sides [26.8].. . . . . 22 RUSSIAN PARATROOPS [18.0]. . ................. 15
Campaign Victory Conditions [25.1]. . . . . . . . . . . . . . . . . 19 Optional “Feeding the Beast: Replacement Russian Partisan Removal [19.3]. . ................... 16
Checking for Sudden Death Victory [25.2.1]. . . . . . . . 19 Accumulation” [26.15]. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Russian Partisan ZOC Effects [19.2]................. 16
Choosing Replacement Units [22.5].. . . . . . . . . . . . . . . . . 18 Optional Finland National Restrictions [26.6.1]. . . . . 21 Russian Player Turn [4.2]. . . . . . . . . . .................... 5
City Supply Sources [17.2.1].. . . . . . . . . . . . . . . . . . . . . . . . . 15 Optional Fortress Cities [26.9]. . . . . . . . . . . . . . . . . . . . . . . . 22 Russian Player-Turn End Phase [4.2.5]............... 5
COMBAT [12.0]............. . . . . . . . . . . . . . . . . . . . . . . . . . 11 Optional Fortress City Example of Play [26.9].. . . . . 22 RUSSIAN REPLACEMENTS [22.0].............. 18
Combat Results [13.3]......... . . . . . . . . . . . . . . . . . . . . . . . . 12 Optional Historical Naval Restrictions [26.7].. . . . . . . 22 Russian Second Impulse Combat Phase [4.2.4]...... 5
Combat Retreat Example of Play [13.4]. . . . . . . . . . . . . 12 Optional Historical Weather [26.3]. . . . . . . . . . . . . . . . . . . 20 Russian Second Impulse Movement Phase [4.2.3]... 5
Combat Retreat Restrictions [13.5, 13.7].. . . . . . . . . . . . 12 Optional Hungarian Neutrality and Russian Stavka Replacement [22.8].................. 18
Combat Retreat Results [13.4].. . . . . . . . . . . . . . . . . . . . . . . 12 Romanian Logistics [26.11]. . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Russian Stavka Unit [11.1]. . . . . . . . . ................... 10
Combat Strength Modifier Limitation [14.1.2]. . . . . . 14 Optional Industrial Evacuation [26.2]. . . . . . . . . . . . . . . . 20 Russian Sturmoviks and Artillery Combined
Combat Supply [17.3]......... . . . . . . . . . . . . . . . . . . . . . . . . 15 Optional Italy, Hungary, & Rumania Shifts Limitation [15.10]. . . . . . . . . . .................... 14
Combat Supply during Snow Turns [17.3.3].. . . . . . . . 15 Optional Lvov Hills Adjustment [26.17].. . . . . . . . . . . . 24 Russian Sturmoviks Availability [15.9].............. 14
Delay of Reinforcements and Optional Mobile Leaders [26.16]. . . . . . . . . . . . . . . . . . . . . 24 Scenario Controlled Areas [27.11]. . .................. 24
Replacements [20.1.1]........ . . . . . . . . . . . . . . . . . . . . . . . . . 16 Optional National Restrictions [26.6]. . . . . . . . . . . . . . . . 21 Scenario End Determination [27.12]................. 25
Design Credits ................. . . . . . . . . . . . . . . . . . . . . . . . . 34 National Restrictions [26.6.2]. . . . . . . . . . . . . . . . . . . . . . . . . 21 Scenario Setting Up [27.11]. . . . . . . .................... 24
DEVELOPER NOTES [29.0]. . . . . . . . . . . . . . . . . . . . . . . 32 OPTIONAL RULES [26.0]. . . . . . . . . . . . . . . . . . . . . . . . . . 20 SCENARIOS [27.0]. . . . . . . . . . . . . . .................... 24
Entering Play from Off-Map Units Box [20.1.2]. . . . 16 Optional Russian Artillery Scenarios Getting Started [27.1]. . .................... 24
Fall Blau Scenario [27.4]..... . . . . . . . . . . . . . . . . . . . . . . . . . 25 Replacements [26.5.1, 26.5.2]. . . . . . . . . . . . . . . . . . . . . . . . 21 Sea Evacuation [10.3.3]. . . . . . . . . . . . ................... 10
Finland and Rumania Surrender [24.3, 24.5]. . . . . . . . 19 Optional Russian Artillery Barrage [26.13]. . . . . . . . . . 23 Sea Invasion [10.3.2, 10.7]. . . . . . . . .................... 10
Game Acronyms [1.0]......... . . . . . . . . . . . . . . . . . . . . . . . . . 2 Optional Russian Recovery [26.12]. . . . . . . . . . . . . . . . . . 23 Sea Invasion Examples of Play [13.8].. .............. 13
Game Support ................ . . . . . . . . . . . . . . . . . . . . . . . . . 34 Optional SS Replenishment [26.1].. . . . . . . . . . . . . . . . . . . 20 SEA MOVEMENT [10.0].. . . . . . . . ................... 10
General Supply [17.1]........ . . . . . . . . . . . . . . . . . . . . . . . . . 15 Optional Strategic Movement [26.10]. . . . . . . . . . . . . . . . 22 Sea of Azov Movement [10.2, 10.4]. . ................ 10
The Russian Campaign, Deluxe Fifth Edition Rules Copyright © 2022 Consim Press 35
RULES INDEX
Sea Transfer [10.3.1]. . ........ . . . . . . . . . . . . . . . . . . . . . . . . . 10 UNITS AND MARKERS [2.0].. . . . . . . . . . . . . . . . . . . . . . 3 Variant The Mediterranean Distraction [28.6]....... 28
SEQUENCE OF PLAY [4.0]. . . . . . . . . . . . . . . . . . . . . . . . . 4 Variant But What If Alternative Strategic Variant The Russian Reaction [28.6]................. 29
Soak-off Attacks [12.5]........ . . . . . . . . . . . . . . . . . . . . . . . . 11 Scenarios [28.6]. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Variant Tunisia or Not Tunisia [28.6]. . ............... 29
STACKING [6.0]............ . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Variant But What If Artillery Corps [28.6]. . . . . . . . . . . 28 Variant Warsaw Uprising [28.5]. . .................... 27
Stalin Leader Unit [11.2, 11.3].. . . . . . . . . . . . . . . . . . . . . . . 10 Variant Duplicate Cavalry Units [28.9].. . . . . . . . . . . . . . 32 VICTORY CONDITIONS [25.0]................... 19
Sudden Death Example of Play [25.2]. . . . . . . . . . . . . . . 20 Variant Hitler No Retreat [28.3]. . . . . . . . . . . . . . . . . . . . . . 26 Warsaw Garrison [20.8]. . . . . . . . . . . . ................... 17
Sudden Death Victory Check [4.3]. . . . . . . . . . . . . . . . . . . . 5 Variant Optional Bulgarian Forces [28.8]. . . . . . . . . . . . 32 Weather [4.1.1]. . . . . . . . . . . . . . . . . . . . . ..................... 4
Sudden Death Victory Conditions [25.2].. . . . . . . . . . . . 19 Variant Order of Battle Additions [28.4]. . . . . . . . . . . . . 27 Withdrawals [20.9].. . . . . . . . . . . . . . . . . ................... 17
SUPPLY [17.0]............... . . . . . . . . . . . . . . . . . . . . . . . . . 15 Variant Putting the Bulge on the Russians [28.6].. . . 30 Woods Retreat Restrictions [14.2]. ................... 14
Supply Lines [17.2.3].......... . . . . . . . . . . . . . . . . . . . . . . . . 15 Variant Revised Historical Set Up [28.2].. . . . . . . . . . . . 26 Zitadelle Scenario [27.5]. . . . . . . . . . .................... 25
TERRAIN EFFECTS ON COMBAT [14.0].. . . . . 14 Variant Rules [28.1]. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Zone of Control Movement Restrictions [8.3]........ 6
Terrain Effects on Movement [8.2]. . . . . . . . . . . . . . . . . . . . 6 Variant Sea Transport [28.6]. . . . . . . . . . . . . . . . . . . . . . . . . . 28 ZONES OF CONTROL [7.0]. . . ..................... 6
Unit Nationality and Formation Colors [2.1]. . . . . . . . . 3 Variant Strategic Political Variants [28.7]. . . . . . . . . . . . 31 Zones of Control Examples of Play [8.3]............. 7
Unit Size Symbols [2.1]. ...... . . . . . . . . . . . . . . . . . . . . . . . . . 3 Variant The Italian Sellout [28.6]. . . . . . . . . . . . . . . . . . . . . 29
Unit Type Symbols [2.1]...... . . . . . . . . . . . . . . . . . . . . . . . . . 3 Variant The Japanese Gambit [28.6].. . . . . . . . . . . . . . . . . 29
Game Contents
• Two full size maps, including small map overlay for Lwow Hills optional rule
• Three 5/8” full-color counter sheets (both NATO and icon style counters included for AFV units)
• Full color, illustrated Rules booklet
• Four full color Order of Battle Displays
• Three full color Scenario Set-up Cards
• Four full color Player Aid Cards
• Single 6-sided die
If any game parts are missing or damaged, please contact GMT Games.