| 1943:
A Defiant
Russia Variant
By
William Sariego
June 2008
There came a point in my life that I thought
the book was closed on Defiant
Russia, my
second game design. I had supported it with
variants on the 119694_avalanche web site and even
designed a sequel, Red
Vengeance. After a
long breather and a few more designs, I have
decided once more to take a long (and last?)
look at a game that will always have a special
place in my heart.
Defiant
Russia succeeded in what I wanted
it to be, a fairly quick-playing, low-complexity
game simulating the opening year of The Great
Patriotic War. In the back of my mind I had
a vague idea that it might deserve a follow
up, and the sales and positive response the
game received caused 119694_avalanche Press to give
me a “green
light” on designing one. The sequel,
Red Vengeance,
covered the last full of the war, beginning
with Operation Bagration to the Fall of Berlin.
It seemed like a logical bookend at the time
and still does. There was never any real
intention of linking the two, and slightly
different map scale and artwork would prohibit
such anyhow.
Briefly (and you can find this among other
web content if you want to play detective)
I considered a “middle” game
using the system to simulate 1942 to 1943.
In the end, however, nothing came of that
idea and the “design bug” has
slowly left me over the last year or so.
Still, the map of Defiant
Russia is versatile
enough and can be used toward that end. I
once tinkered with an operational design
on the Kursk campaign, and it would be a
shame to let idea go to waste.
Defiant
Russia: Part Deux
This variant uses all standard rules and
the counter mix from Defiant
Russia, except
as noted below. The game begins with the
Axis Combat Phase of July 1943 and play ends
upon the conclusion of the December 1943
game turn (the variant is thus six turns
long).
Initial Forces – Removals
Yes, reinforcements were received between
January 1942 and the end of this scenario.
However, in the interest of simplicity and
ease of play, the variant simply uses the
Defiant
Russia counter mix, with a few elite
units added for good measure. (What is a
variant without new play toys?)
From the Axis counter mix remove both Italian
and Spanish units, one Finnish unit, and
all Romanian units except two infantry corps.
Also, randomly eliminate two German infantry
and one German armor corps to represent the
Stalingrad fiasco. Heinz Guderian has been
sacked, so remove him, also. These units
are permanently removed from play.
Then set aside the German Mountain corps,
three infantry and two armor corps (determine
the INF and ARM randomly). These units constitute
the “dead pile” and can return
to play via the normal replacement method.
For the Soviets some units are also permanently
removed from play to represent the massive
losses suffered in 1941. Randomly eliminate
eight infantry armies, three armor and a
cavalry corps. The Baltic Sea Fleet is also
eliminated. Then randomly determine a “dead
pile” of one cavalry, three armor corps,
along with two shock and six infantry armies.
New Units
The Axis players has a new combat units
and leader. The unit is the 2nd SS Armor
and the leader is Von Manstein. The SS unit
functions as normal German armor unit but
has a second, replacement counter to represent
its fanatic fighting ability (it is a three-step
unit).
Von Manstein is treated identically to Guderian,
except slightly better. Manstein adds +2
when defending on a Clear turn, were Guderian
added just +1.
The Soviets receive the 1st and 2nd Guards
Cavalry, the 1st Guards Armor, and the 5th
and 6th Guards infantry. The armor and cavalry
are simply stronger units of that type. Guards
Infantry are the same as Shock units in the
original game. Note that none of the new
units, Soviet or German, begin in the eliminated
or dead pile.
The Front Line
The following hexes constitute the Soviet
front line:
3817-3818-3819-3914-3815-3715-3615-3514-3414-3313-3214-3114-3015-2914-2815-2714-2614-2613-2612-2511-2412-2413-2313-2214-2113-2014-1914-1814-1713.
To begin set up, the Soviet player deploys
all his infantry units, then the Axis player
does the same. The Soviets then deploy their
armor and airborne unit, and the Axis follows
with their armor deployment.
Each hex of the front line must have a Soviet
unit present. Other than occupying each hex
of the front line with a unit, Soviet combat
units may be deployed anywhere east of the
front. For the Axis, each hex adjacent hex
west of the Soviet front line must have either
a unit or an Axis Zone of Control (i.e.,
you can skip hexes if desired).
The following have specific setup hexes.
For the
Axis: One full-strength Romanian
infantry corps in Odessa, and one reduced
Infantry corps in Bucharest. The Hungarian
infantry corps (reduced) is deployed in Kiev.
For the
Soviets: Stalin in Moscow and the
Black Sea fleet in Novorosisk.
Trenches and Hedgehogs (New Rule)
Soviet units in Front Line hexes and the
Axis units adjacent at the start of the game
are considered entrenched or prepared positions.
They are not forced to attack if adjacent
in the regular Combat Phase for as long as
they occupy these hexes. Orient the units
in a certain manner to indicate this status.
Once a unit attacks (either phase) or moves
from its front line starting point (even
to another Front Line hex) it must obey all
rules regarding attacking adjacent units
in the Combat Phase.
Hitler’s Folly (Operation Citadel)
On the first turn of the game the Axis player
is forced to attack. During the Combat Phase
at least four Soviet hexes must be attacked
that are adjacent to Kursk (hex 2512). During
the Exploitation Combat Phase, at least two
attacks must be launched with a two hex radius
of 2512. After this mandatory offensive on
turn one player’s continue the game
normally (except as modified by the Front
Line rule) for the rest of the game.
Victory Conditions
Normal Victory Points are altered as follows.
Stalin is worth nothing and Moscow is worth
one point, rather than two. Add Riga and
Odessa as Victory Point Cities. At the beginning
of the game the VP total is: Axis 8 (they
have the Casualty Point at start) and the
Soviet Union 3.
Weather
Turns 1–3 (July to September) are
Clear. Turn 4 (September) is Light Mud, Turn
5 (November) is Mud and Turn 6 (December)
is Snow.
The Snow turn is far less harsh than in
1941. Axis Exploitation is still limited,
but otherwise the only affect is the freezing
of the Lakes and Marshes. None of the other
rules for Snow in Defiant
Russia apply
(the Soviet Airborne can drop in any turn).
Reinforcements and Replacements
There are no reinforcements in the scenario.
Both sides receive Replacement points beginning
on Turn Two. The Axis begin the game on a
Total War setting, with 3 RP’s on turns
2 and 3. Starting with turn 4 the RP rate
drops to 2 due to Western pressure off map.
Unlike in DR, the Romanian units cannot be
given RPs in this scenario.
The Soviets Union is beginning to feel the
manpower affects of The Great War, The Civil
War, and The Purges. The Soviets receive
4 points per turn (down from 5 in DR) starting
on Turn 2. However, due to Lend Lease 2 of
these may be spent on armor units.
Air Power
A Red Phoenix, having arisen from the ashes,
the Soviet Air Force contests the skies over
the Rodina much better in 1943 than 1941.
Air Power is distributed as follows (Axis/Soviet):
July: 6/2
August: 5/2
September: 4/2
October: 4/3
November: 3/3
December: 2/4
Special Rules
The Soviet player begins making the Partisan
roll during the Organization Phase of Turn
One. The Soviet Airborne can drop once per
game, and it does not depend on weather,
unlike the base game.
You can download the new pieces here.
And
click here to order Defiant Russia
today! |