Welcome to the 4th Edition of “The Russian Campaign (TRC)”! While the game plays much like the prior versions, there are some subtle changes. Each of these changes is intended to enhance gameplay in terms of authenticity, play balance, and simplicity. To ease the transition into this new version of the game, here is a summary of the changes between the 3rd and 4th editions of TRC.
Revised 4th Edition Rules
Movement of HQs into ZOC: HQs are not allowed to move into enemy ZOCs unless there is already a friendly unit in that ZOC.
Leader units : Hitler and Stalin only have a ZOC in the hex they occupy. Leaders may not use sea movement. If a leader is eliminated, that side’s units are considered to have ZERO movement points in their next impulse. (Rail and sea movement is not affected.)
Rail Conversion (Junctions): No more forward conversions! In order to convert a rail segment that includes a rail junction, that junction must be controlled or only lead to friendly cities. Example: In TRC3, assuming no other pieces on the board, the German capture of Vitebsk and Riga would convert the rail line between them. In TRC4, this conversion would not happen unless the junction between them is controlled by the Germans or the Germans also control Leningrad and Smolensk. Control, in the context of rail junctions, refers to having been the last to physically occupy the junction or to have put it in an uncontested friendly ZOC.
Off-board Rail: The ‘Off Board Rail’ optional rule in TRC3 is now part of the TRC4 core rules. Off-board rail movement between the hexes at which rail lines exit the West, East, and South board edges is permitted, provided that the exit and reentry hexes belong to the same board edge, are free of partisans and enemy ZOC, and have been possessed prior to the turn of their use
Baltic Sea Movement: A die roll of ‘2’ is needed for success with a –1 to the die roll for control of Helsinki, Tallin, Riga, and Leningrad. Evacuations have a +1 DRM. The Russians can now perform sea transfers and evacuations if they control Leningrad.
Sea Transfers: A unit that performs a sea transfer is no longer allowed to retreat. (This restriction used to only apply to units performing invasions.)
Sea Evacuations: Units that are performing evacuations have a +1 DRM, in either sea area. They may reenter the game as reinforcements, not replacements. (Soviet evacuees may no longer ‘pop-up’ second impulse in cities!)
Soviet Automatic Victory: Starting in the January/February 1943 turn, the Russians may conduct Automatic Victory (10-1) attacks
Partisan Placement: Partisans may now be placed between a city and a railhead.
Motorized Substitutions for Armor: The Germans may replace a motorized unit (formerly ‘PzG’ units) should an armor unit not be available for replacement.
Archangel Replacements: Archangel replacement value is no longer rolled for; the Russians will automatically get three extra replacements starting in Jan/Feb 1942 and ending after the Nov/Dec 44 turn.
Replacement designation. Replacements are designated at the beginning of movement. (The Soviets may no longer await the outcome of sea movement before choosing which units they will replace!)
German Replacements: German replacements arrive on the first impulse of May/June in 1942, 1943, and 1944.
STAVKA is Replaceable: STAVKA may be replaced once per year during the Jan/Feb turn at a cost of one replacement factor.
1943 German Mobilization: When substituting motorized units for infantry units in 1943, the German player is no longer restricted to specific pre-identified infantry units. In other words, any 4-4 may be chosen, not just the 11th Infantry Corps.
Unit Withdrawal: Units that must withdraw are simply picked up off the map.
Campaign Game Victory Conditions: No more ties! The Russians need to capture Berlin to win, otherwise the Germans win. Sudden Death victory conditions are an integral part of the game now, they are no longer optional.
Sudden Death Victory Conditions: There are six objectives for each year. If either player has accomplished or captured all six objectives at the end of the Jan/Feb turn, they win. The objectives vary by year. These conditions provide some strategic direction for both sides and ensure that lopsided games end early. In 1942, the objectives are Kalinin, Kharkov, Kiev, Leningrad, Rostov, and Stalino.
Timing of surrender of Minor Allies: Minor Allies surrender at the end of the Russian player turn, no more suicidal attacks to trigger their surrender! Finland surrenders at any time after Sep/Oct ’44 once Leningrad is Russian controlled.
Revised Weather Chart (see below): The new weather chart helps eliminate the extreme results while providing sufficient variability to ensure that every game retains a strong flavor of unpredictability.
New Optional Rules:
- Industrial Evacuation
- Off-board Encirclements
- Nationality Restrictions
- Historical Naval Restrictions
- Tournament Bidding
Enhanced Physical Components: The 4th Edition game features vastly improved state-of-the-art physical components such as the map, counters, and distinct scenario cards, charts, and tables.
Highlighted map changes include:
- Revised scenario start lines.
- Extended maps on the west and east edges.
- National boundaries.
- 1942 Fall Blau Scenario Setup Card
- 1943 Zitadelle Scenario Setup Card
- 1944 Bagration Scneario Setup Card
PBEM & Tournament Support: TRC4 was developed and tested by PBEM players and will fully support PBEM and tournament play right out of the box. In addition to having optional rules that support tournament play, TRC4 will include a copy of a professionally developed Aide-de-Camp2 Module. An ADC2 module and a Cyberboard gamebox will also be available from www.russiancampaign.com.
Revised Weather Instructions:
1. At the beginning of each turn, one 6-sided die is rolled to determine the weather for that game turn.
A “Die Roll Modifier” (DRM) mechanism is used to ensure that the weather is relatively balanced. This DRM is added to each turn’s weather roll and carries over from turn to turn. The + or – DRM counter is used to track the modifier by placing it on the appropriate turn.
2. The number rolled is added to the current DRM and then referenced against the TRC Weather Chart to derive the current turn’s weather and a modifier. After application of the DRM, any roll less than or equal to zero is treated as zero while any die roll greater than seven is treated as seven.
At the beginning of the game, unless otherwise specified by the scenario instructions, the DRM is set to zero.
3. The modifier is added to the current DRM to yield a new DRM to be used in the next turn.
A ‘3’ is rolled in Sep/Oct which yields CLEAR weather. The modifier, as indicated on the Weather Chart, is now ‘+1’ which produces a DRM of +1. (The prior DRM was ‘0’).
A ‘3’ is then rolled in Nov/Dec. The current DRM (+1) is added to the die roll, making it a ‘4’, which means that the weather for Nov/Dec is Snow. Snow in Nov/Dec carries with it a –3 modifier which means that the new DRM is now –2. (+1 –3 = -2). This –2 DRM will then modify the weather roll in the subsequent Mar/Apr turn.
Note that in Jan/Feb, May/Jun and Jul/Aug it is not necessary to roll a die as the weather for these turns is ‘fixed’. The DRM will carry over from the prior turns.