pzgndr
Posts: 3170
Joined: 3/18/2004 From: Maryland Status: offline
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quote:
ORIGINAL: LossRevolutionary The rules I have implemented are actually the more recent and more comprehensive ones from the Victory Point Games (VPG) and C3i editions. And I haven't updated the link in the game to point to those updated rules yet. Apologies. They cover all the points you have raised above (no special movement phase upon the first German turn, only panzer units being halved during mud turns, all replacement rules, etc.) In the mean time, you can find them in the excellent C3i Nr25 eBook available for free (I cannot post a link here but easy to find from the Library on the C3i Magazine website). Could not find the eBook but did find Battle for Moscow 1-page summary, C3i edition at BGG quote:
Battle for Moscow (C3i edition) v1.1 Setup: Game turn marker on Turn 1, RU 1st Shock army on Turn 4. 14 RU units at reduced strength on red stars on map, 2 units off map. GE units at full strength on black cross hexes. GE starts game with his Combat phase. Structure: 7 game turns x 9 phases Victory: After turn 7, GE wins if control Moscow. RU wins if control Moscow + 1 other city. Other result is a draw. City control: Last player who entered a city has control of it. At game start, all cities are RU-controlled except those occupied by GE units. Sequence of play: see map and 4.0 Movement: -Stacking: max 1 unit per hex at the end of each phase. -GE Panzer movement phase: only panzers may move. -GE Movement phase: all GE units may move, including panzers that moved previously. -RU Rail movement phase: RU units that start phase on rail hexes may move along rail lines for 1 MP per hex, regardless of terrain. -RU Movement phase: all RU units may move, including units that moved in Rail phase. -ZOCs: Must stop when entering EZOC. May freely leave EZOC and move from an EZOC to another EZOC (but must stop when entering one). Combat: -No mandatory attacks. -Multiple units may attack together, but max 1 defending hex per battle. Units can attack/be attacked once per phase. -Active player announces all his attacks, then resolve them in chosen order. -Terrain effects are cumulative. -Battle procedure: If Mud turn, attacking Panzers total strength is halved (retain fractions); calculate A/D odds (>6:1 becomes 6:1); apply terrain shifts (<1:1 becomes NE); roll die, apply results, resolve Advance after combat. -Retreats: 2 hexes away from battle (attacker choice): must avoid EZOCs if possible and must end in a non-EZOC vacant hex. If retreat through an EZOC: lose 1 step. If unable to fulfill retreat requirements, unit eliminated. -Advance after combat: if defender vacated his hex, 1 attacker may enter it. -AL result: 1 attacking unit takes a step loss (owner choice). Replacements: - # replacement steps (RPs) players receive each turn is shown on Turn track. -With each RP: may build/rebuild 1 unit at reduced strength or flip 1 unit to full strength. Cannot spend 2 RPs on same unit in same turn. RPs cannot be saved for future turns. -RU replacements: 1) New units: a) along red border, not in EZOC; or b) in empty friendly-controlled city in communication with red border. Exception for Moscow: don't need to be in communication. 2) Restored units: must be in communication. -GE replacements: same as RU but trace to black border map edge and no Moscow exception. -Friendly-controlled definition: your units were the last to enter a city. -In Communication definition: RU: Trace to red border map edge through hexes not in EZOCs nor containing enemy units. GE: same but trace to black border map edge. Reinforcements: RU 1st Shock Army enters on turn 4 at full strength. Place along red border, not in EZOC. Mud: Turns 3 and 4 are Mud turns. Effects: Units may move max 1 hex per phase except RU units using Rail movement. Combat: Attacking Panzer units strength is totaled then halved (retain fractions). Game balance: To help GE: RU get only 4 RPs per turn. To help RU: 1) GE cannot replace panzer steps on consecutive game turns. 2) Halve strength of all attacking units during Mud turns. Are these what have been implemented or are there any other differences? Thank you for doing this. It would be great to see all of the "Campaigns in Russia" games adapted like this.
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