Joe Bisio - Mar 5, 2006 3:35 pm (#3833 Total: 3941) UNOFFICIAL HOUSE RULES: Seasoned to Taste: my set of Historical House Rules Russia Besieged House Rules: 1) White Nights: The “Ice Road” to Leningrad may be used on any turn—not just on snow turns-to trace supply from Leningrad & attempt movement to Leningrad. 2) Stalin Says Stay: If Stalin is not in the Moscow Hex, (he is dead or has not returned after leaving the hex) the Russian Player has three limitations which are listed below: a) The War Economy value of Moscow is reduced by: –2 points. b) Stavka may not be used for Paradrops on Snow turns. c) The number of units Stavka may hold in reserve us reduced by two units (see below for Stavka Reserve rules). 3) In Production Russian-held Oil Wells that cannot trace a RR to Astrakhan may instead trace via RR to Baku—their production would than be reduced by one (-1 per well hex) in consequence however for a Baku trace. 4) Supply and Map edges: Units may trace supply directly either 4 or 8 hexes depending on weather—rather than by RR --- to hexes not in enemy ZoCs on the friendly East or West Map Edges as appropriate. All partial hexes that have visible hex numbers on the West Edge of the map are considered playable. Units located directly on a friendly east or west map edge hex are always in supply regardless of enemy ZoCs. Enemy ZoCs on map-edge hexes are negated by the presence of friendly units for supply purposes. 5) Victory and the 1945 end of the Russo-German conflict--- If the game ends with the May/June 1945 last turn, and neither side has won thus far the German Player wins if he: a) still holds Berlin and b) Hitler is still alive---otherwise the Russian Player automatically wins. The Russian Player may increase the German end-game victory requirement to Berlin, plus Hitler, plus any one other major or minor city on the map if he exits at least 15 Russian Armies (including at least 3 Guards Armies) off the west edge of the map from map-edge hexes located in Greater Germany or Hungary or Romania (from hex 0139 to hex 2639). The Russian units exiting the map may not do so from enemy ZoCs and must expend 2 MP to do so. If the USSR manages the exit of those armies the SS Armor Corps that are schueled to re-enter the game in the Jan/Feb. 1945 turn never return to play, or are immediately withdrawn from the map again instantly once the count reaches the 15 required armies. Once the Russian Armies exit the map they never return to play. 6) Wolfs Lair & Motorizing National Leaders: Hitler may leave Berlin and “hang-out” at the” Wolfs Lair “(hex 1027). While in that Wolfs Lair hex involved in endless late night military conferences he uses the “Berlin” side of his counter. If Hitler is in the Wolfs Lair at the end of the German 1st impulse of the July/August Turn of any year (including 1941) Germany receives 3 extra mechanized and 4 extra infantry replacement points immediately . Both national leaders (Stalin and Hitler alike) may move as if they were normal armored units of their nationality with a move allowance of six MP and may move in both impulses per the normal weather hex/move limitations on armor. 7) Stage 2 Partisan War and the Wayward Russian Gds Cavalry Corps: Stage 2 Russian Partisans may not block German Retreats, German units can retreat right through or into their location and to an extent they do not even block German Movement into the hexes the occupy. Stage 2 Partisans exert a zone of control over their hex only. German units may even enter the hex they are in and than cease their move on top of the Partisan unit—The Axis may attack Stage 2 partisans only when they are stacked in the Partisan’s hex, and all retreat results inflicted on the Partisan are ignored Russian Stage 2 Partisans when moving ignore all Axis zones of control and may not directly attack Axis units or enter hexes via movement containing Axis units—instead the may offer support (a +1 to die roll) to any other Russian units attacking an Axis unit up to two hexes away. No more than one Stage 2 Partisan can influence a single battle per turn—and each Partisan unit may only influence one battle per turn. Stage 2 Partisans may never stack with other Russian units, or even each other, if any Russian unit enters the hex they are in the Partisans immediately eliminated and sent off to one of Stalin’s gulags. Partisan units can always return to play even if eliminated via a surrender result. Ignore the rule on creating Stage 2 Partisans via the 1st Gd Cav. Corps—its way too vague and too conditional a rule. Axis Satellites: Hungary/Romania Changes & Redone Surrender Rules: Romanian units while pro-Axis may only operate on or south of hex-row 24XX on the map—and may never enter Hungary. Hungarian units while pro Axis may only operate on or between the 18XX & 33XX hexrows-- and may never enter Romania Romanian Surrender: Once per game the Russian Player may attempt at his option to get Romania to surrender via die roll—the surrender roll may be made at any instant during the turn sequence where there are more than 4 Russian supplied units in Romania at any time after 1941. If the roll is in 1942 Romania surrenders on a roll of “8-10” –if the roll is “1-7” Romania fights on until Bucharest falls when Romania surrenders automatically. If 1943 the surrender roll is “7-10”. If 1944-45 the roll becomes “5-10”. Romanian units once in pro-Russian status may also enter and attack into Hungary. Hungarian Surrender: Once per game the Russian Player may attempt at his option to get Hungary to surrender via die roll—the surrender roll may be made at any instant during the turn sequence where there are more than 4 Russian supplied units in Hungary at any time after 1941. If the roll is in 1942 Hungary surrenders on a roll of “9-10” –if the roll is “1-8” Hungary fights on even if Budapest falls to the Russians. If 1943 the surrender roll is “8-10”. If 1944-45 the roll becomes “7-10”. Hungarian units, once in pro-Russian status, may also enter and attack into Romania and Germany. Siege of Budapest: If both hexes 1839 and 2039 in Hungary are occupied by or in the ZOC of a Russian unit no Axis replacements or Reinforcements may be placed or enter in an Axis controlled & occupied Budapest, Budapest is considered besieged. 9) Stavka Reserves: The Russian Player, instead of bringing replacements or reinforcements units on to the map, may instead (starting on the September/October Turn of 1941) place them into a pool called the “Stavka Reserve”—The Russian player may have up to 4 units in Stavka Reserve in 1941, up to 7 units in that pool in 1942, and up to 9 units in 1943 onwards. On-map Russian units that rail move off the East edge of the map may also join the Stavka Reserve. Units may “come out” of the Stavka Reserve only at the very start of any Russian Player Turn—such emerging units must be placed within 5 hexes of the hex the Stavka HQ unit is currently in, but may not be placed in any hexes adjacent to Axis units. No units may emerge or “come out” of the Reserve if Stavka is out of supply to the east map-edge or if Stavka is located closer than 4 hexes from the nearest Axis unit. Units moving in or out of Stavka Reserve do not get a “free” railroad move. Stavka, if it eliminated for any reason, may return to play as a Reinforcement two turns after the turn it was eliminated, and the Russian Player may also voluntarily eliminate Stavka at any time—units “stuck” in the Stavaka Reserve while Stavka is eliminated may only emerge from the Reserve on the East Map edge—While Stavka is eliminated units may not enter the Reserve. Russian Units may not both enter the Reserve and emerge or “come out” of the Reserve in the same Russian Player-Turn. 10) Use of Optional Rules: My suggestion is that the only optional rules in the rulebook that would be appropriate would be the (2.0) provision for German “armor breakouts” through Russian airborne units and the 7.0 “Siberian Troops” section. Do not use the rules for German & Russian Army Group HQs and reserves—throughout the war in the East the Axis usually had very little in the nature of a front-wide or even army-group level general reserves at the scale depicted by the optional rule in the book—and the issue of Russian reserves is well handled by the section on Stavka Reserves above. As for the new optional rules that appeared in the PDF document put together by L2—I would suggest using only a limited version of 2nd impulse rail movement—basically a player may “save” rail capacity from the 1st impulse to RR move only the arriving 2nd impulse reinforcements that are called for to arrive that impulse via the turn record chart. An arriving 2nd impulse scheduled reinforcement may move by RR even if normally would be unable to move that impulse as long as the rail capacity is available. Rail capacity for the turn is always determined by the weather in the first impulse of the Game-Turn. 11) Hitlerite Last-Ditch Fanaticism: Solely German units defending in non-major city, non-mountain hexes in Greater Germany within 2 hexes of Hitler after Nov/Dec 1942 have a special capability— an add’l –1 to the die roll of any Russian attacker of their hex(es). 12) Redoing some of the Naval Movement and Supply rules: Naval Movement and Evacuation is handled pretty much per the rule book, however now both players now have a limited ability to supply units by sea--- In the Black Sea area the Germans can have up to four corps trace supply up to six hexes regardless of weather to either a controlled Sevastopol or Odessa. The Russians may have up to three armies/ corps do the same to any Black Sea port. And additionally the Russians may have up to twelve(12) armies/ corps trace supply to a Caspian Sea port—in the case of the Caspian ports they may trace a direct line to the port six hexes long, or trace 4 or 8 hexes (depending on weather) to a RR line that goes to either Caspian port. In the Baltic Sea area the Germans may have up to eight corps trace supply up to four hexes to any port (Tallinin, Riga, Konigsberg, and Danzig) and the Germans additionally may use hex 0624(Libau) in Lithuania as a port solely for both supply and outbound naval movement and no other naval purposes . German units in the Baltic region may also naval move to or from an off-map north-German holding box—from which they may re-enter the map via a West edge RR line on the next available impulse. All of the above naval supply limits are per sea area –not per port. The Axis player loses all his sea supply/sea movement capability in the Black Sea permanently for the rest of the game after Romania surrenders or after both hexes 3343 in Romania and 3535 in Bulgaria come under Russian control. 13) The Ploesti Oil Fields and German/ Russian Oil Supplies: If the Ploesti Oil Fields are Russian controlled the Germans get all their mechanized armor replacement point allocations each turn halfed (rounded down). If the Russians control a working Ploesti Oil Field they only receive two (not eight) extra oil points—under the existing WWII logistical conditions the Russians probably could have made little use of that oilfield even it was in good order. Joe Bisio - Mar 12, 2006 11:12 am (#3894 Total: 3941) The Historical Reasons for my "Unofficial" House Rules Russia Besieged House Rules: 1) White Nights: The “Ice Road” to Leningrad --During WWII the Russians used lake shipping to keep Leningrad supplied in non-ice months. 2) Stalin Says Stay: If Stalin is not in the Moscow Hex--This rule was added to encourage the Russian player to keep Stalin in Moscow as historically occurred--if he had left Moscow with the Soviet government his control of Russia's war effort would have been down-graded...Moscow was the nexus of the Commie state in any case. 3) In Production Russian-held Oil Wells that cannot trace a RR to Astrakhan may instead trace via RR to Baku—---The Russians had various ways to get the oil out of Baku--railroad cars were one way--but the caspian and the volga were another. 4) Supply and Map edges: Units may trace supply directly either 4 or 8 hexes depending on weather—rather than by RR --- to hexes not in enemy ZoCs on the friendly East or West Map Edges as appropriate---This allows both players to set up a "goal-line" defense when pressed back to the mapedge--after all the mapedge is not the "end of the world".... 5) Victory and the 1945 end of the Russo-German conflict---This rule reproduces the historic end of the conflict with the Russians moving off-map into Austria and towards Prague and Dresden---and provides the Germans with a reason to defend in front of the map-edge just as the real Germans attempted. Joe Bisio - Mar 12, 2006 11:43 am (#3895 Total: 3941) The Historical Reasons for my "Unofficial" House Rules (cont.) 6) Wolfs Lair & Motorizing National Leaders--This a) Gives Hitler something to do & b) reflects the fact that the national leadership had various methods of transport other than RR and c) provides some help with German replacements at critical times--although the German replacement syatem broke down later in 1941 its inaccurate to say the least to give them absolutely zero RPS in 1941. 7) Stage 2 Partisan War and the Wayward Russian Gds Cavalry Corps: This puts the actual capabilities of Russian partisan groups in accord with their historical ones--there was NO way a rag-bag group of say 5,000-10,000+ guerillas was going to cut off even a reduced German infantry army let alone panzers... Axis Satellites: Hungary/Romania Changes & Redone Surrender Rules: These surrender rules allow a reproduction of the historical relationship between Germany an its minor Axis allies--The Romanians didn't fight to the finish in Bucharest--they turned coat with a stab in the back to their losing German patrons--the Hungarians considered turning coat as well but were stopped by German troop moves and a commando coup by Otto Skornezy(?) who brought down the Horthy government...also there were logisical and political limits as to where these Axis forces could operate-Just as there already are with the Finns-Neither Hungary nor Romania would have sent their forces to North Russia or the Leningrad area. On all the other points 9-13 I have already offered some explanations in the body of my house rules--Naval supply should be pretty obvious and I will go over it--both the Germans and Russians maintained field armies in the Crimea supplied by sea-The Caspian was a virtual Russian lake and the Germans maintained an army group sized pocket in Kourland until the wars end on May 8th, 1945... Art Lupinacci - Mar 13, 2006 8:23 pm (#3904 Total: 3941) Let me GAME, and no one gets hurt!™ Some minor comments on the HOUSE RULES posted earlier... Russia Besieged House Rules: posted by Joe Bisio - Mar 5, 2006 3:35 pm (#3833 Total: 3903) COMMENTS BY: ART LUPINACCI Remember, these are suggested HOUSE RULES and since they were posted, I thought I would add my thoughts.... 1) White Nights: The “Ice Road” to Leningrad may be used on any turn—not just on snow turns-to trace supply from Leningrad & attempt movement to Leningrad. NO. I disagree with this. We factored in the supply rules to cover this situation. Leningrad can remain out of supply longer than regular cities in Russia. I don't think this is a good rule and favors the Russian. 2) Stalin Says Stay: If Stalin is not in the Moscow Hex, (he is dead or has not returned after leaving the hex) the Russian Player has three limitations which are listed below: a) The War Economy value of Moscow is reduced by: –2 points. b) Stavka may not be used for Paradrops on Snow turns. c) The number of units Stavka may hold in reserve us reduced by two units (see below for Stavka Reserve rules). 3) In Production Russian-held Oil Wells that cannot trace a RR to Astrakhan may instead trace via RR to Baku—their production would than be reduced by one (-1 per well hex) in consequence however for a Baku trace. a) I don't feel the death or absence of Stalin would impact production. b) Not sure how this is related either c) Baku is a port city on the caspian sea. Loss of rail lines would seriously hurt how oil is transported to the interior of Russia. I think the standard rules reflect the serious impact of losing the Caucasus region to the Germans. There is a provision in the new rules to ship oil across the Caspian. This house rule GREATLY benefits the Russian in a situation that is difficult for the German to attain and gives the German no reward. I would not use it. 4) Supply and Map edges: Units may trace supply directly either 4 or 8 hexes depending on weather—rather than by RR --- to hexes not in enemy ZoCs on the friendly East or West Map Edges as appropriate. All partial hexes that have visible hex numbers on the West Edge of the map are considered playable. Units located directly on a friendly east or west map edge hex are always in supply regardless of enemy ZoCs. Enemy ZoCs on map-edge hexes are negated by the presence of friendly units for supply purposes. You can try this house rule. However, supply primarily came in by rail or transport. Tracing to an empty hex doesn't quite fit in with how it happened. Your call. 5) Victory and the 1945 end of the Russo-German conflict--- If the game ends with the May/June 1945 last turn, and neither side has won thus far the German Player wins if he: a) still holds Berlin and b) Hitler is still alive---otherwise the Russian Player automatically wins. The Russian Player may increase the German end-game victory requirement to Berlin, plus Hitler, plus any one other major or minor city on the map if he exits at least 15 Russian Armies (including at least 3 Guards Armies) off the west edge of the map from map-edge hexes located in Greater Germany or Hungary or Romania (from hex 0139 to hex 2639). The Russian units exiting the map may not do so from enemy ZoCs and must expend 2 MP to do so. If the USSR manages the exit of those armies the SS Armor Corps that are schueled to re-enter the game in the Jan/Feb. 1945 turn never return to play, or are immediately withdrawn from the map again instantly once the count reaches the 15 required armies. Once the Russian Armies exit the map they never return to play. I think this hugely benefits the Russian. In the end game, there are tons of Russian units on the map and the German is hard pressed to hold much of anything. Basically, in 1945, the German army is on the verge of total collapse. Typically, he leaves the axis minor allies to fend for themselves with perhaps a few extra units to help hold the line. The majority of the defensive effort is for Germany and to hold Berlin. The Russian, at this stage of the game has all its Guards Armies and Shock Armies spearheading the assault on the Wolf's Lair! I think imposing this HOUSE RULE Victory Condition favors the Russian in a big way as the minor allies are Swiss Cheese at this stage of the game and 15 armies is chump change for the Russian who has more replacement points at this part of the game than he has units to bring back on the board. (they should all be on the map). 6) Wolfs Lair & Motorizing National Leaders: Hitler may leave Berlin and “hang-out” at the” Wolfs Lair “(hex 1027). While in that Wolfs Lair hex involved in endless late night military conferences he uses the “Berlin” side of his counter. If Hitler is in the Wolfs Lair at the end of the German 1st impulse of the July/August Turn of any year (including 1941) Germany receives 3 extra mechanized and 4 extra infantry replacement points immediately . Both national leaders (Stalin and Hitler alike) may move as if they were normal armored units of their nationality with a move allowance of six MP and may move in both impulses per the normal weather hex/move limitations on armor. Why? 7) Stage 2 Partisan War and the Wayward Russian Gds Cavalry Corps: Stage 2 Russian Partisans may not block German Retreats, German units can retreat right through or into their location and to an extent they do not even block German Movement into the hexes the occupy. Stage 2 Partisans exert a zone of control over their hex only. German units may even enter the hex they are in and than cease their move on top of the Partisan unit—The Axis may attack Stage 2 partisans only when they are stacked in the Partisan’s hex, and all retreat results inflicted on the Partisan are ignored Russian Stage 2 Partisans when moving ignore all Axis zones of control and may not directly attack Axis units or enter hexes via movement containing Axis units—instead the may offer support (a +1 to die roll) to any other Russian units attacking an Axis unit up to two hexes away. No more than one Stage 2 Partisan can influence a single battle per turn—and each Partisan unit may only influence one battle per turn. Stage 2 Partisans may never stack with other Russian units, or even each other, if any Russian unit enters the hex they are in the Partisans immediately eliminated and sent off to one of Stalin’s gulags. Partisan units can always return to play even if eliminated via a surrender result. Ignore the rule on creating Stage 2 Partisans via the 1st Gd Cav. Corps—its way too vague and too conditional a rule. Interesting House rule. Sure, try it. Axis Satellites: Hungary/Romania Changes & Redone Surrender Rules: Romanian units while pro-Axis may only operate on or south of hex-row 24XX on the map—and may never enter Hungary. Hungarian units while pro Axis may only operate on or between the 18XX & 33XX hexrows-- and may never enter Romania Romanian Surrender: Once per game the Russian Player may attempt at his option to get Romania to surrender via die roll—the surrender roll may be made at any instant during the turn sequence where there are more than 4 Russian supplied units in Romania at any time after 1941. If the roll is in 1942 Romania surrenders on a roll of “8-10” –if the roll is “1-7” Romania fights on until Bucharest falls when Romania surrenders automatically. If 1943 the surrender roll is “7-10”. If 1944-45 the roll becomes “5-10”. Romanian units once in pro-Russian status may also enter and attack into Hungary. Interesting House rule. Worth a try. Hungarian Surrender: Once per game the Russian Player may attempt at his option to get Hungary to surrender via die roll—the surrender roll may be made at any instant during the turn sequence where there are more than 4 Russian supplied units in Hungary at any time after 1941. If the roll is in 1942 Hungary surrenders on a roll of “9-10” –if the roll is “1-8” Hungary fights on even if Budapest falls to the Russians. If 1943 the surrender roll is “8-10”. If 1944-45 the roll becomes “7-10”. Hungarian units, once in pro-Russian status, may also enter and attack into Romania and Germany. Interesting House rule. Worth a try. Siege of Budapest: If both hexes 1839 and 2039 in Hungary are occupied by or in the ZOC of a Russian unit no Axis replacements or Reinforcements may be placed or enter in an Axis controlled & occupied Budapest, Budapest is considered besieged. Worth a try. 9) Stavka Reserves: The Russian Player, instead of bringing replacements or reinforcements units on to the map, may instead (starting on the September/October Turn of 1941) place them into a pool called the “Stavka Reserve”—The Russian player may have up to 4 units in Stavka Reserve in 1941, up to 7 units in that pool in 1942, and up to 9 units in 1943 onwards. On-map Russian units that rail move off the East edge of the map may also join the Stavka Reserve. Units may “come out” of the Stavka Reserve only at the very start of any Russian Player Turn—such emerging units must be placed within 5 hexes of the hex the Stavka HQ unit is currently in, but may not be placed in any hexes adjacent to Axis units. No units may emerge or “come out” of the Reserve if Stavka is out of supply to the east map-edge or if Stavka is located closer than 4 hexes from the nearest Axis unit. Units moving in or out of Stavka Reserve do not get a “free” railroad move. Stavka, if it eliminated for any reason, may return to play as a Reinforcement two turns after the turn it was eliminated, and the Russian Player may also voluntarily eliminate Stavka at any time—units “stuck” in the Stavaka Reserve while Stavka is eliminated may only emerge from the Reserve on the East Map edge—While Stavka is eliminated units may not enter the Reserve. Russian Units may not both enter the Reserve and emerge or “come out” of the Reserve in the same Russian Player-Turn. Sure, give this a go. 10) Use of Optional Rules: My suggestion is that the only optional rules in the rulebook that would be appropriate would be the (2.0) provision for German “armor breakouts” through Russian airborne units and the 7.0 “Siberian Troops” section. Do not use the rules for German & Russian Army Group HQs and reserves—throughout the war in the East the Axis usually had very little in the nature of a front-wide or even army-group level general reserves at the scale depicted by the optional rule in the book—and the issue of Russian reserves is well handled by the section on Stavka Reserves above. As for the new optional rules that appeared in the PDF document put together by L2—I would suggest using only a limited version of 2nd impulse rail movement—basically a player may “save” rail capacity from the 1st impulse to RR move only the arriving 2nd impulse reinforcements that are called for to arrive that impulse via the turn record chart. An arriving 2nd impulse scheduled reinforcement may move by RR even if normally would be unable to move that impulse as long as the rail capacity is available. Rail capacity for the turn is always determined by the weather in the first impulse of the Game-Turn. Up to you. 11) Hitlerite Last-Ditch Fanaticism: Solely German units defending in non-major city, non-mountain hexes in Greater Germany within 2 hexes of Hitler after Nov/Dec 1942 have a special capability— an add’l –1 to the die roll of any Russian attacker of their hex(es). 12) Redoing some of the Naval Movement and Supply rules: Naval Movement and Evacuation is handled pretty much per the rule book, however now both players now have a limited ability to supply units by sea--- In the Black Sea area the Germans can have up to four corps trace supply up to six hexes regardless of weather to either a controlled Sevastopol or Odessa. The Russians may have up to three armies/ corps do the same to any Black Sea port. And additionally the Russians may have up to twelve(12) armies/ corps trace supply to a Caspian Sea port—in the case of the Caspian ports they may trace a direct line to the port six hexes long, or trace 4 or 8 hexes (depending on weather) to a RR line that goes to either Caspian port. In the Baltic Sea area the Germans may have up to eight corps trace supply up to four hexes to any port (Tallinin, Riga, Konigsberg, and Danzig) and the Germans additionally may use hex 0624(Libau) in Lithuania as a port solely for both supply and outbound naval movement and no other naval purposes . German units in the Baltic region may also naval move to or from an off-map north-German holding box—from which they may re-enter the map via a West edge RR line on the next available impulse. All of the above naval supply limits are per sea area –not per port. The Axis player loses all his sea supply/sea movement capability in the Black Sea permanently for the rest of the game after Romania surrenders or after both hexes 3343 in Romania and 3535 in Bulgaria come under Russian control. Interesting. Sure, give it a go. 13) The Ploesti Oil Fields and German/ Russian Oil Supplies: If the Ploesti Oil Fields are Russian controlled the Germans get all their mechanized armor replacement point allocations each turn halfed (rounded down). If the Russians control a working Ploesti Oil Field they only receive two (not eight) extra oil points—under the existing WWII logistical conditions the Russians probably could have made little use of that oilfield even it was in good order. Reasonable House rule. Give it a go. Jim Eliason - Mar 13, 2006 9:44 pm (#3905 Total: 3941) Comments on the above house rules. 1) You could maybe supply a corps this way--no more. Whatever the Russians did to supply Leningrad didn't work very well. Thousands starved. 2) The production loss seems reasonable. I'm not sure what effect Stalin's location has on the other things. 3) It would seem reasonable to ship oil other than by rail. It would also seem less efficient to do it that way. 4) I don't like this one. How does the board edge become one big rail line?? 5) I disagree with Art here. I like this one. A similar rule I suggested was added as an option to TRC4. 6) Skip this one. The extra replacements seem unwarranted. 7) Sounds reasonable, but I think stronger partisans are more fun. I wouldn't use this, but that's just taste. I like the restrictions on Axis unit movement. Russian Front has similar restrictions. The extra surrender rolls are ok but seem more trouble than they are worth. 9) This sounds fine to me. 11) Any extra fanaticism would be offset by poor training at this point in the war. Skip this one. 12) I like this. It should be used IMHO. 13) Sounds fine to me.