Mark Mokszycki
United States
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Here's the next bit of propaganda in my runaway promotional campaign- a companion to the "Learn to Play" tutorial. This will be available as a PDF from the GMT site.

The original tutorial, Learn to Play Red Winter in 15-20 Minutes, can be found here:

Or you can download it as a PDF from here:

Red Winter Play Sample

Note: To derive the greatest benefit from this sample, you should refer to the charts and tables provided in "Learn To Play Red Winter in 15-20 Minutes."

Unit key: Soviet units have brown or red backgrounds. Finnish units have white or blue backgrounds.

In the VASSAL screenshot shown, it is the Soviet Action Phase of a noon game turn. Each Soviet unit may take only one of the following actions: move and/or assault, attempt recovery, begin digging in, or take replacements (9:00 a.m. morning turns only- not applicable here).

If the Soviet infantry on Kotisaari Island attacks the MG unit which is digging in at town hex H20, it would attack at half strength because it would be attacking from a frozen lake hex. Thus the base odds would be 5 points attacking 4 (MGs are doubled on the defense, as indicated by their black combat strengths) for a 1:1 attack. However, the Soviet MG at the north end of the island can fire in support of the combat, potentially shifting the combat by 1 column, to 2:1. The Soviet mortar unit, which represents both 82mm and 120mm mortars, could also fire in support. It receives a +2 DRM for being within 6 hexes of their target (because the 82mm component is within range).

The Finns may commit their own 81mm mortars as defensive support. The Finns’ mortars would receive a +2 DRM for two infantry companies in the target hex and +2 for firing at a Soviets in a frozen lake hex. These modifiers are added to their ranged attack strength of 4 (the 1 on the counter is a typo) for a net modifier of +8. In this case, a lucky roll of 9 or higher would do one or more step reductions as well as a successfully shift the combat odds (net rolls of 14 or higher provide a column shift in the impending combat, and rolls of 17 or higher also yield a step reduction). Column shifts for successful support are a "use it or lose it" benefit; without a conventional combat against the affected hex, there is no effect for such a result.

If the reduced Soviet infantry near the hotel attempts recovery, the player simply rolls a 6-sided die, succeeding on a roll of 6 and flipping the unit to its full strength side. If the Soviet infantry units at lower right attempt recovery, the lower unit will succeed on a 6, and the upper unit will succeed on a roll of 5 or 6 because it receives a +1 DRM for being 4 or more hexes from all enemies. The Soviet units at lower left would receive a -1 DRM for being out of supply, thus they could not succeed and should not attempt to recover. Additionally, one is adjacent to an enemy unit, so it couldn't attempt recovery in the first place.

If the Soviet unit on the small islet (hex I23) moves on to the ice at H23, he could participate in a concentric combat against the Finnish bicycle company at G23. Base odds would be 3:1 (the Soviet unit on the ice has its combat strength halved), shifted to 4:1 for a concentric attack. If the Finnish unit takes even a single loss, it will be eliminated because retreat into eZOC mandates a step reduction and the Finnish unit is already reduced. However, if it retreats south, it will be in supply at the moment of elimination, thus eligible to be reconstituted on a later turn. Reconstitution is accomplished by expending replacement points as they become available on 9:00 a.m. morning game turns. However, it costs 2 replacement points to reconstitute a unit from the dead pile, and only 1 to bring a reduced unit back to full strength. As each player receives only 2 or 3 replacement points daily, both players must do their best to preserve their units.

Now we will assume it is the Finns’ Action Phase. If the infantry unit stacked with leader unit Lt. Pajari attempts recovery, it receives a net DRM of +2 (+1 for Pajari, +1 for being 4 or more hexes from all enemies), thus it has a 50-50 chance of success. The reduced Finnish MG units cannot attempt recovery because they are not infantry units. Both players must strive to protect their heavy weapons by "soaking off" losses using infantry, when possible.

Hopefully this play sample has increased your understanding of the rules. We haven't touched on night turns- that's where things get really interesting! Each night turn represents a 16 hour period of darkness (as opposed to the normal 90 minute turns). Units which do not begin their night Action Phase in eZOC get double their normal movement allowances, Finnish infantry may conduct night raids, and both sides are vulnerable to attrition losses due to sub-zero weather conditions.

It is impossible to express many of the more subtle layers of rules interaction using a single screenshot. Readers interested in learning more about the game are invited to visit the Red Winter forum at Consimworld for developments, discussion, screenshots and play-by-plays.

(End Play Sample)

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