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Rules by the Neo Stalinist Reality Wargames Collective

 

A word of thanks is to be given to the following loyal Party members whose proper understanding of doctrine has helped to make these rules possible. They are: Comrade Matt, Comrade Stu and Comrade Frenchie

 

Copyright permission is given to download/copy these rules for personal use only

 

Hurrah Stalino!

Corps to Army Level Rules for Conflict on the Russian Front 1942 to 1945

Version 1.0

 

Dice

You will need 9 six sided dice to play this game efficiently.

A d3 is a six sided dice read as follows: 1 or 2 = 1; 3 or 4 = 2; 5 or 6 = 3.

Introduction

Hurrah Stalino! is a revolutionary set of rules (for 6mm scale figures) designed to allow players to fight large scale battles on the Russian Front during World War Two. The basic tactical unit is the battalion whilst the basic formation of manoeuvre is the division. Divisions are then grouped in to Corps and Corps are then grouped into Armies. Because of this Hurrah Stalino is a game of strategy rather than tactics and the rule mechanisms reflect this.

Representing Units

A single model of the appropriate type should represent vehicular units. It is not necessary to put the vehicle model on a base. Infantry should be mounted with 5 figures on a base (you will not need to represent HQs), whilst artillery, anti-tank and anti-aircraft units should have 1 gun + crew figures mounted on a base. Aircraft units should mount 1 model on a flying stand. In all circumstances (except for aircraft) bases should ideally have a 1” frontage and up to a 1˝“ depth. Each base must have some form of marker on it identifying which division the unit mounted on it belongs to.

Sectors

The first thing you will need to do in order to play this game is to grid up your table into 3” squares called SECTORS. We use 2ft square terrain boards into which are placed pins to discretely mark out the grid. One sector represents a distance of 1500 to 2000 meters or about 1 mile. Because of this careful consideration must be given to the placing down of terrain. Only terrain capable of affecting a strategic level battle should be represented on the table. Note that up to 6 units may occupy a sector but only up to 3 may attack or defend one. Aircraft units are counted separately from ground units.

Duration of a Battle

Each side (preferably each German Corps or Russian Tank Army/Infantry Corps) should have at least one objective for the battle. Victory has been achieved when one side (or the other) achieves its objectives.

The Turn Sequence

The side that destroys the most enemy units in the previous turn goes first in the next one dice off to settle draws. In small battles, action is alternate and performed by the division. In large battles, action is alternate and performed by the Corps, but divisions within the corps are still selected for action one at a time! When you have completed the action of one formation (which can be done in any order) it becomes the opponent’s turn to select one of his formations for action and so on. When the German player has selected all of his divisions/corps for action (and the Russian player selected an equal number) then the turn is over, any remaining Russian formations do not get to be selected for action that turn. Note that the number of Russian formations capable of being selected for action in a turn does not reduce if entire German divisions/corps are wiped out.

When selected for action each unit in a division has a choice of three options: it can move; it can engage in ranged fire (but only if the unit has a range of 1 or more); or it can perform an assault. No unit may perform the same option twice in turn, so careful consideration must be given to what order they are performed in. The three options can be performed in any order. It is permissible for units to do nothing if the player wishes.

The actual length of time a turn represents is variable. In small battles it could be one, or more, hours, in a large battle it could be as long as one whole day.

Movement

Unit Type                Move in Sectors

Infantry                        1 (including horse drawn or man towed weapons)

Reconnaissance            5

Aircraft                        16

All other Germans        3  (including mechanised infantry and cavalry)

All other Russians        4  (including mechanised infantry and cavalry)

It is permissible to move/assault diagonally but not to interpenetrate two enemy held sectors diagonally.

Units may freely interpenetrate friendly held sectors but may not pass through enemy held ones.

All units may move and fire except for non-self propelled artillery.

The Combat Table

The combat table lists all the different unit types in the game

Russian Unit Type

Combat Factor

Range

German Unit Type

Combat Factor

Range

Infantry Battalion

1

0

2nd Rate Infantry Battalion

1

0

Elite/Mechanised Infantry Battalion

2

0

Infantry Battalion

2

0

Reconnaissance Battalion

1

0

Elite/Mechanised Infantry Battalion

3

0

T34 Regiment

3

0

Sturm Pioneer Battalion

4

0

T34/T70 Brigade

3

0

Reconnaissance Battalion

2

0

T34/76 Brigade

4

0

Panzer II/III Battalion

2

0

T34/85 Brigade

5

0

Panzer III/IV Battalion

3

0

KV Regiment

4

0

Panzer IV Battalion

4

0

Stalin II Regiment

10

1

Panther Battalion

5

1

Su 76 Regiment

2

0

Tiger I Company

9

1

Su 85 Regiment

4

0

Tiger II Company

11

1

Su 100 Regiment

5

1

StuG or Hetzer Battalion

4

0

Su 122 Regiment

6

1

Marder I Battalion

3

0

Su 152 Regiment

8

1

Marder II Battalion

4

0

ATG Battalion

2 / 1

0

Nashorn Battalion

5

1

ATG Regiment

3 / 2

0

Ferdinand Battalion

8

1

ATG Brigade

6 / 2

0

JgdPz IV Battalion

4

0

82mm Mortar Battalion

1

1

Jgdpz IV L70 Battalion

4

1

120mm Mortar Regiment

2

3

JgdPanther Battalion

5

1

120mm Mortar Brigade

5

3

JgdTiger Company

11

1

76mm Artillery Regiment

1

3

37mm ATG Battalion

2 / 1

0

76mm Artillery Brigade

2

3

50mm ATG Battalion

3 / 1

0

122m Artillery Brigade

3

6

75mm ATG Battalion

5 / 2

0

152mm Artillery Brigade

4

8

Artillery Regiment

5

7

203mm Artillery Brigade

6

8

SS Artillery Regiment

6

7

Rocket Artillery Battalion

3

3

Ind. Artillery Battalion

1

7

Rocket Artillery Regiment

9

3

Ind. Heavy Artillery Battalion

2

9

37mm AAA Battalion

1

0

Rocket Artillery Battalion

5

3

85mm AAA Regiment

2

1

SP Artillery Battalion

2

1

MG Battalion

3 / 1

0

20/37mm AAA Battalion

1

0

Bridging Column

1

0

88mm AAA Battalion

10

1

 

 

 

MG Company

3 / 1

0

 

 

 

FlammPanzer Company

2

0

 

 

 

Bridging Column

1

0

Artillery, Mortars, AAA and MGs cannot be used as lead units in an assault but can be used as lead units in defence

For MG units the first number is used against unarmoured units and the second against armoured ones  

For ATG units the first number is used against vehicular units and the second against non-vehicular units

Assault

Units with a range of 0 cannot perform ranged fire and therefore must assault if they wish to capture an enemy held sector. The procedure is as follows:

  1. The attacking player moves up to 3 units of his choice into the sector he wishes to assault.
  2. The attacking player picks one unit to lead the assault and uses its CF for the match up. Any other unit in the assault is treated as being in support.
  3. The defending player picks one unit to lead the defence and uses its CF for the match up. Any other unit in the defence is treated as being in support.
  4. The two lead units each roll 2d6, they must:

Roll 1 extra die for having a higher CF than the opponent*

Roll 2 extra dice for having a CF that is double (or more) than that of the opponent*

Roll 1 extra die for each unit in support (up to a max of 2 units)

Roll 1 extra die if the defending unit’s divisional artillery unit(s) is capable of firing into the sector being defended (this simulates support fire)

Roll 1 extra die if the defending units are occupying fortifications** or heavy terrain

Roll 1 extra die if the defending units are occupying fortifications in a mined sector**

Subtract 1 die if the units supply sector has been captured/destroyed

* count one or the other but not both

** do not count this if the assault is being led by an Assault Engineers/Flame thrower unit.

  1. The defending unit selects its highest throw as its defence score and discards all other dice
  2. The attacking unit selects its highest throw as its attack score and discards all other dice
  3. Compare scores
  4. If the attacker has beaten the defender then the lead defending unit is destroyed and any supporting units must retreat 2 sectors. They may retreat only 1 sector if they fall back upon fortifications or heavy terrain. If there are more than three units in the sector all of them must retreat.
  5. If the defender has beaten the attacker then the lead attacking unit is destroyed and any supporting units must retreat 2 sectors. They may retreat only 1 sector if they fall back upon fortifications or heavy terrain.

Note: If a tank unit leads an assault and is supported by at least one infantry or cavalry unit (from the same division) and is then beaten, instead of the tank unit being destroyed the assaulting player may choose to have the supporting infantry/cavalry unit destroyed instead.

  1. If the scores are the same then all attackers retreat 1 sector

Notes

If the defender throws a 6 then the attacker can still beat him if has thrown two (or more) 6s.

A destroyed unit is removed from play. Destroyed will seldom mean killed to a man, but more often that the unit has been rendered combat ineffective for a multiplicity of reasons.

It is permissible for units (from the same division) to assault a sector even if said units do not start in the same sector as each other.

It is permissible to assault diagonally.

Ranged Fire Procedure

Ranged fire may only be conducted by units with a range of 1 or greater. The procedure is as follows:

  1. The firing unit chooses one target unit that is in range
  2. The firing unit and the target unit both roll 2d6, they must:

Roll 1 extra die for having a higher CF than the opponent*

Roll 2 extra dice for having a CF that is double (or more) than that of the opponent*

Roll 1 extra die if occupying fortifications or heavy terrain (target only)

Subtract 1 die if the units supply sector has been captured/destroyed

* count one or the other but not both

  1. The target unit selects its highest throw as its defence score and discards all other dice
  2. The firing unit selects its highest throw as its attack score and discards all other dice
  3. Compare scores
  4. If the firing unit has outscored the target then the target unit is destroyed
  5. If the target unit has outscored the firing unit then, ONLY if the target unit has the range to reply, the firing unit is destroyed.
  6. If the scores are even then neither unit is affected

Notes

If the target throws a 6 then the firing unit can still beat it if it throws two (or more) 6s.

Firing can be done diagonally.

  Special Rules for Artillery

  1. Artillery integral to a division can only be used to assist units from that division.
  2. Artillery units (not self-propelled or mortars) must roll to successfully relocate themselves after having moved from one sector to another. Roll 1d6, the score required for success is 5 or 6. The artillery unit may not fire until it has successfully relocated (even if it moves back to the sector from where it came).
  3. Artillery wishing to engage in counter-battery must roll a 6 to locate the enemy unit, unless a friendly unit (from the same division) is adjacent to the sector in which the enemy artillery is deployed, in which case the friendly unit may call in the artillery’s fire without the need for a counter-battery roll.
  4. Russian artillery/mortar units of less than brigade size cannot shoot over heavy terrain. German artillery units can.

Air to Ground Attack and Anti-Aircraft Procedure

  One unit represents an air group (if German) or an air regiment (if Russian). Each unit may attack once per turn as a floating asset, meaning that selecting the aircraft for use does not count as moving a division. However, if entire aircraft divisions are used then the selection of an aircraft division for action does count. Whether attacking ground targets or being attacked by them the following procedure applies:

  1. The attacking unit designates a target unit

  2. Aircraft units throw 3d6 (1d6 if on the ground)

Infantry, soft and unarmoured units throw 2d6

Armoured, AAA and deployed Bridging Column units throw 3d6

Bridges and Supply Sectors throw 4d6

They must:

Roll 1 extra die if aircraft and attacking units not in fortifications or heavy terrain

Roll 1 extra die if in range of a friendly AAA unit

Subtract 1 die their supply sector has been captured/destroyed

  1. The defender selects his highest throw as his defence score and discards all other dice

  2. The attacker selects his highest throw as his attack score and discards all other dice

  3. If the aircraft unit outscores the target then the target unit is destroyed

  4. If the ground unit outscores the aircraft and it is not an AAA unit then the aircraft must retreat 2 sectors

  5. If the ground unit outscores the aircraft and it is an AAA unit or is within range of an AAA unit then the aircraft is destroyed.

  6. In the event of a tie there is no effect on either aircraft or ground unit

Notes

If the target throws a 6 then the attacking unit can still beat it if it throws two (or more) 6s.

All aircraft have a range of 0 except for medium/heavy bombers that are assumed to have a range of 1 when attacking ground targets. This represents that such aircraft operated at high altitudes and means that only AAA units with a range of 1 can attack them.

Only AAA units can attack aircraft all other units may only defend against air attack

Aircraft units can attempt to bomb bridges and supply sectors, if successful the bridge/supply dump is destroyed

  Air to Air Combat

  Fighter units may not attack ground targets (except for aircraft units on the ground in an airfield sector) and are the only aircraft units that can attack other aircraft. The procedure is as follows:

  1. The fighter unit picks a target and tries to intercept it
  2. To intercept a target the fighter unit must roll an even number on 1d6
  3. If unsuccessful the fighter unit may not attack that turn
  4. If successful the fighter unit moves into the same sector as the target unit
  5. Fighter units throw 6d6. Obsolete fighters throw 2d6.

All other aircraft throw 3d6

            A bomber unit escorted by a fighter unit may add 1 extra die

  1. The target selects its highest throw as its defence score and discards all other dice

  2. The fighter selects its highest throw as its attack score and discards all other dice
  3. Compare scores
  4. If the fighter outscores the target then the target unit is destroyed
  5. If the target outscores the fighter then the fighter unit is destroyed
  6. If the scores are even then neither unit is affected

Notes

If the target throws a 6 then the fighter unit can still beat it if it throws two (or more) 6s.

A fighter unit assigned to escort a bomber unit may not intercept other aircraft, its function is solely to protect the bombers against attack. If attacked and outscored by enemy fighters the escorting fighter unit is destroyed first. Then the victorious enemy fighters receive a bonus attack upon the bomber unit.

Mined Sectors

A sector containing a minefield is treated as heavy terrain for movement purposes (roads through a mined sector are assumed to be mined as well). A unit that enters an undefended, mined sector must roll to avoid being destroyed. A score of 5 or 6 means the unit is destroyed. If a friendly engineer battalion is in the same sector as the mines then modify the die score by –1.

Heavy Terrain

  Heavy terrain is a term of convenience that refers to ANY type of geographical feature (such as towns, cities, ridges, forests, rivers, swamps etc) capable of influencing events in a strategic level battle. A unit cannot enter a heavy terrain sector and pass through it in one move unless a road runs through the sector. A heavy terrain sector can also be classified as impassable. Mobile units (I.E. all those not on foot) cannot enter or pass through impassable terrain unless a road runs through the sector. Heavy terrain cannot be seen through.

A unit cannot pass through an impassable river sector, unless there is a bridge or bridging column unit in the same sector. Whilst the bridging column unit is in an impassable river sector it is considered to be deployed.

Optional Rules

Pre-Battle Bombardment

The following units can perform pre-battle bombardment:

Russian artillery brigades

German and Russian artillery regiments (not self-propelled)

Medium bomber units

Heavy bomber units

Independent German artillery units (not self-propelled) must fire collectively (or by the regiment) if they wish to bombard. The smallest sized group capable of collectively firing is two battalions, while the largest is three.

After all units have been deployed each artillery unit selects one sector to bombard and then rolls 1d6.

For Russian targets, if the score is 5 then 1d3 units in the sector are destroyed. If the score is 6 then 1d3 units are destroyed and any fortifications are also destroyed.

For German targets, if the score is 5 mobile units must retreat 2 sectors and infantry units must retreat 1 and 1d6-3 units in the sector are destroyed. If the score is 6 the same thing happens but 1d3 units are destroyed and any fortifications are also destroyed.

In both cases heavy artillery and rocket units add +1 to their die score.

In both cases a final score of 1 to 4 yields no effect.

If present and in range, AAA units may attack bomber units before they attack a sector. As may enemy fighter units if they successfully intercept. Surviving bomber units then perform their attack.

Supply Sectors

Each Corps or Army should have a sector designated as containing its supply dump. This should be situated in the rear area behind the artillery line. If the enemy occupies this sector it is assumed to have be