Miniatures
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
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.
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.
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.
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 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.
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 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 |
0 |
Ferdinand
Battalion |
8 |
1 |
|
ATG
Brigade |
6 |
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 |
0 |
|
122m
Artillery Brigade |
3 |
6 |
75mm
ATG Battalion |
5 |
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 |
|||||
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:
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.
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.
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 may only be
conducted by units with a range of 1 or greater. The procedure is as follows:
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
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.
The attacking unit designates a target unit
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
The defender selects his highest throw as his defence score and discards all other dice
The attacker selects his highest throw as his attack score and discards all other dice
If the aircraft unit outscores the target then the target unit is destroyed
If the ground unit outscores the aircraft and it is not an AAA unit then the aircraft must retreat 2 sectors
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.
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
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
The target selects its highest throw as its defence score and discards all other dice
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.
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.
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.
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