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1.0 INTRODUCTION ........................................................................... 2
2.0 COMPONENTS ............................................................................. 2
3.0 SETUP .......................................................................................... 2
3.1 Initial Setup ............................................................................. 2
3.2 Soviet 1st Shock Army (1S) ...................................................... 2
3.3 Reinforcements ....................................................................... 2
3.4 Initial Marker Placement ........................................................ 2
3.5 City and Supply Source Control at Start .................................. 2
4.0 VICTORY CONDITIONS ................................................................. 2
4.1 How to Win ............................................................................. 2
4.2 Sudden Death Victory ............................................................. 3
4.3 Soviet Victory Points ............................................................... 3
4.4 German Victory Points ............................................................ 3
5.0 SEQUENCE OF PLAY ..................................................................... 3
6.0 ZONES OF CONTROL (ZOC) .......................................................... 3
6.1 ZOC Effect on Movement........................................................ 3
6.2 ZOC Effect on Combat ............................................................. 3
6.3 Disrupted Units ....................................................................... 3
7.0 STACKING .................................................................................... 3
7.1 Stacking Enforcement ............................................................. 3
7.2 Formation ............................................................................... 3
8.0 MOVEMENT ................................................................................ 4
8.1 Enemy Units ............................................................................ 4
8.2 Terrain Effects ......................................................................... 4
9.0 COMBAT ...................................................................................... 4
9.1 Attack Declaration .................................................................. 4
9.2 Multiple Units / Hexes ............................................................ 4
9.3 Combat Resolution ................................................................. 4
9.4 Retreat after Combat .............................................................. 4
9.5 Disruption ............................................................................... 4
9.6 Advance after Combat ............................................................ 5
9.7 Breakthrough .......................................................................... 5
9.8 Terrain Effects ......................................................................... 5
9.9 Soviet Surprise Attack ............................................................. 5
9.10 Odds Limits ........................................................................... 5
9.11 Combat Results ..................................................................... 5
10.0 ISOLATION ................................................................................. 5
10.1 Isolation Enforcement .......................................................... 5
10.2 Determining Isolation ........................................................... 5
10.3 Supply Sources ...................................................................... 5
10.4 Effects of Isolation ................................................................ 5
11.0 RECOVERY PHASE ...................................................................... 5
12.0 ACTIVATION POINTS & ORDERS ................................................ 5
12.1 Receiving Activation Points................................................... 6
12.2 Formation Orders ................................................................. 6
12.3 Movement Orders ................................................................ 6
12.4 Attack Orders ........................................................................ 6
12.5 AP Restrictions ...................................................................... 6
12.6 Unused AP markers .............................................................. 6
12.7 German Panzer Divisions ...................................................... 6
13.0 WITHDRAWAL & REINFORCEMENTS......................................... 6
13.1 Soviet 1S Army Withdrawal .................................................. 6
13.2 Airborne Deployment ........................................................... 6
13.3 Partisan Deployment ............................................................ 6
RED TYPHOON
1.0 INTRODUCTION
3.0 SETUP
RED TYPHOON (RT) is a redesign by Revolution Games of the fourth
game in the PANZER KORPS series; originally published by Command
Magazine Japan. RT simulates the second phase of the Soviet
counter-offensive in front of Moscow against Army Group Center
beginning in January 1942. After testing, we changed the number of
Soviet Activation Points by including some at the start of the game,
Soviet Surprise attack rules were added, a fixed deployment option
provided and victory points added for losses. All other rules remain
the same as the original.
3.1 Initial Setup
Players have the option of two different types of setup. A fixed
deployment or a flexible deployment. The flexible deployment is
listed below and the fixed deployment is on the back cover of the
rules. Rules sections 3.3, 3.4, and 3.5 apply to both setups.
Flexible deployment: The German player sets up his units first, then
the Soviet player. Stacking limits (7.0) apply during setup. Each unit
must be placed within the setup area (2.1) on the map that matches
its setup code. Each hex of a setup area must contain a unit from
that setup code, or be in the ZOC of such a unit. (You cannot use the
ZOC from a unit in an adjacent set up zone to cover a hex) If a unit’s
setup code is a 4-digit number, the unit must be setup in the
matching hex. Note that there are four German units with a setup
code of F and they come from two different formations.
2.0 COMPONENTS

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One map covering the playing area and containing a
number of charts, tables, tracks, and boxes (see 2.1).
One counter sheet with 200 counters (see 2.2).
This rule booklet
Cover sheet/Player Aid
A six-sided die is needed to play the game and is not
provided.
3.2 Soviet 1st Shock Army (1S)
2.1 Game Map
There are two 1S Army units with differing formation codes: WR and
WL. Generally, only the WR unit is used. However, if both players
agree, the Soviet player may substitute the WL unit for the WR unit
before play begins. This costs the Soviet player 1 VP.
The game map represents the area of operation for the game. There
are several important features that players should note:
3.3 Reinforcements





Some Soviet units have a number in place of a setup code – these
units are reinforcements. During setup they are placed on the Turn
Record Track to appear as a reinforcement on the turn number
matching their setup code. The airborne unit may be placed starting
on Turn 4, and the three partisan units are placed on turns 4, 5, and
6. There are no German reinforcements.
Victory Point Cities. Cities with red colored circles next to them
denote Victory Point (VP) cities, for the Soviets; Grey colored
circles denote VP cities for the Germans.
Supply Source. A board edge hex with a supply symbol is called
a supply source. A red symbol indicates a Soviet supply source,
a grey symbol a German one.
Partisan Areas. There are 6 woods labeled with large numbers
from 1 to 6. These are areas where Soviet partisans may appear
on turns 4, 5, and 6.
Setup Areas. The striped lines are the setup areas for the
different armies of each side. The red striped areas are for the
Soviet and the blue are for the Germans. Each area has a letter
code that corresponds to the letter in the upper left corner of
each counter.
City and Supply Source Control. At all times, each city and
supply source on the map is under the “control” of one side or
the other. Use the control makers to indicate control of hexes
that would otherwise be unclear. Control is determined by the
following:
1. The side that currently occupies the hex with one or more
units.
2. The side that last occupied the hex with one or more units.
3.4 Initial Marker Placement
Place the “Game Turn” marker in the 1 box on the Turn Record Track.
Place three Activation Point markers in the unused Soviet AP marker
box. (This means the Soviets will have 10 to spend/save on turn one)
3.5 City and Supply Source Control at Start
At the start of play, the Soviet player controls all Soviet supply
sources, and the cities of Oshtashkov (2506), Torzhok (3309), and
Volokolamsk (3519). The German player controls all German supply
sources, and all city hexes other than those controlled by the Soviets
as indicated above.
4.0 VICTORY CONDITIONS
4.1 How to Win
Unless one player wins by sudden death (4.2), the game ends after
Game Turn 9. The player who has accumulated the greatest number
of victory points (VP) is declared the winner. In the case of a tie, the
German player wins.
2.2 Counters
The counters in the game are of two general types: Combat Units
represent the combat formations that participated in the campaign.
Markers are used to record various game functions. See the back of
the cover for descriptions.
REVOLUTION GAMES
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RED TYPHOON
6. Partisan Phase (turns 4-6 only)
7. Recovery Phase
4.2 Sudden Death Victory


Soviet - The instant the Soviets control all three western
German supply sources (0115, 0120, and 0130), the game ends
with a decisive Soviet victory. (German Army Group Center is
surrounded and put under siege by Soviet forces.)
German - The instant the Germans control all four eastern
Soviet supply sources (3820, 3823, 3824, and 3826), the game
ends with a decisive German victory. (The Soviet
counteroffensive is halted to deal with the German
breakthrough threatening Moscow.)
B. German Player Turn
1. Activation Point Phase
2. Movement Phase
3. Combat Phase
4. Recovery Phase
After the German player turn, advance the turn marker to the next
box on the track. If this is the last turn the game ends and victory is
determined.
4.3 Soviet Victory Points
Hex Control VP. At the end of the game, the Soviet player receives
VPs for controlling each Soviet VP city. The number of VPs is
indicated in a red circle.
6.0 ZONES OF CONTROL (ZOC)
Every non-disrupted unit exerts a Zone of Control (ZOC) into the six
hexes adjacent to the one it occupies.
German Losses VP. The Soviet player receives 1 VP for every five
eliminated German units, rounded down.
6.1 ZOC Effect on Movement
1S Army Withdrawal Penalty VP. The Soviet player is penalized VPs
depending on when they withdraw 1S Army (13.1).
Turn 4: no VP penalty
Turn 5: -1 VP
Turn 6: -2 VPs
Turn 7: -3 VPs
Turn 8: -4 VPs
Turn 9: -5 VPs
During movement, a unit that enters a hex within enemy ZOC must
immediately stop moving. A unit that begins movement in an enemy
ZOC may move, but not directly to another adjacent hex in enemy
ZOC. If the unit exits the enemy ZOC, it must again stop if it enters
an enemy ZOC.
6.2 ZOC Effect on Combat
In your combat phase, your units may attack enemy units in their
ZOC. Units cannot enter hexes in enemy ZOC when retreating as a
result of combat (9.4).
Eliminated 1S Army. The Soviet player is penalized 5 VPs if the 1S
Army is eliminated.
6.3 Disrupted Units
1S Army Option. The Soviet player is penalized 1 VP for choosing to
use 1S Army in formation WL (3.2).
Disrupted units lose their ZOC.
7.0 STACKING
4.4 German Victory Points
Stacking is the term used to describe having more than one unit in
the same hex at the same time. Two Soviet units or three German
units may stack in each hex. Exception: The Soviet 1S Army unit
counts as two units for stacking, i.e. it may never stack with another
unit.
Hex Control VP. At the end of the game, the German player receives
VP for controlling each German VP city. The number of VPs is
indicated in a grey circle.
Soviet losses VP. The German player receives 1 VP for every five
Soviet units eliminated, rounded down. Do not count the eliminated
1S Army as it already has a VP cost associated with its loss.
7.1 Stacking Enforcement
During movement units may enter hexes occupied by friendly units
without regard for stacking limits; however, stacking limits must be
obeyed by the end of the movement phase. Stacking limits also
apply for both sides at the end of each combat. If for any reason
stacking limits are violated, the owning player must eliminate
excess units of their choice.
5.0 SEQUENCE OF PLAY
The game is played in successive game turns. During each game turn
the players move their units and resolve combat in sequence
according to the following outline.
7.2 Formation
A. Soviet Player Turn
1. Activation Point Phase
2. Movement Phase
3. Combat Phase
4. 1S Army Withdrawal Phase (turns 4-9 only)
5. Airborne Phase (turns 4-7 only)
REVOLUTION GAMES
Units belonging to different formations may stack without
restriction.
3
RED TYPHOON
9.3 Combat Resolution
8.0 MOVEMENT
Each attack is resolved following these steps:
1. Total the attacking and defending combat strength.
2. Calculate the combat odds.
3. Determine the combat result.
4. Apply the combat result.
During your movement phase, you may move your units that have
received a movement order (12.3) within the restrictions of the
rules. Units move from hex to adjacent hex one at a time, paying the
movement point (MP) cost of the terrain of the hex entered. When
a unit has expended its movement allowance (MA), it must stop.
9.3.1 Total Combat Strengths
Add together the combat strength of all attacking units to determine
the total attack strength. Add together the combat strength of all
defending units to determine the total defense strength.
8.1 Enemy Units
Units may not enter hexes occupied by enemy units. Units that enter
a hex in an enemy ZOC must immediately stop.
9.3.2 Combat Odds
Divide the total defense strength into the total attack strength to
determine the combat odds, a simple ratio with a denominator of 1,
dropping any fractions. For example, a total attack strength of 8
against a total defense strength of 3 yields a ratio of 2.67:1, or 2:1
after dropping the fraction.
8.2 Terrain Effects
Units expend MP when entering a hex per the chart below. Supply
sources and setup areas have no effect on movement.
Clear
Woods
River
City
Road
Railroad
1 MP
3 MPs for units with white MA
2 MPs for units with black MA
No effect
1 MP (not cumulative with clear terrain)
½ MP for units with white MA
1 MP for units with black MA
Applies when moving along road from hex to adjacent
hex, ignoring other terrain;
No effect (apply effects of other terrain)
9.3.3 Determine Combat Result
The attacker rolls one die and consults the Combat Results Table
(CRT) cross referencing the die roll with the odds determined in
9.3.2. Note that terrain, isolation, or Soviet Surprise attack rules may
modify the die roll. All die roll modifiers are cumulative. A modified
die roll of less than zero is treated as zero. A modified die roll of more
than six is treated as a six.
9.3.4 Apply Combat Result
The combat result indicated on the CRT is applied immediately. After
the result is applied, the next combat is resolved. When all desired
combats have been resolved, the combat phase ends.
9.0 COMBAT
During your combat phase, your units that received attack orders
(12.4) may attack enemy units in their ZOC. Combat is optional;
within the following rules you may attack at your discretion.
9.4 Retreat after Combat
Units may be required to retreat by combat results. The attacking
player conducts all retreats. A retreat cannot enter the following
hexes:
1. Hexes occupied by enemy units.
2. Hexes in enemy ZOC.
3. Hexes which would result in exceeding the stacking limit (but
see below).
Restrictions
Each attacking unit may participate in only a single attack per
combat phase. Each defending unit may only be attacked once per
combat phase.
9.1 Attack Declaration
Within the above restrictions, the attacker freely determines which
of his units attack which defending hexes. The attacking player need
not declare his attacks in advance. After resolving an attack, the
attacking player declares the next attack, or ends the combat phase.
A unit that cannot retreat without violating the restrictions above is
eliminated instead and removed from map. Units that retreat must
end their retreat the number of hexes away from the hex their
retreat began as their result indicated. Example: A unit that receives
a D3 result must finish its retreat 3 hexes from its original hex.
9.2 Multiple Units / Hexes




A given attacking unit cannot attack units in more than one hex
in a single combat.
Stacked defending units must be attacked together.
Stacked attacking units may attack the same or different
defending hexes without restriction. Some of the stacked units
may decline to attack entirely.
A single defending hex may be attacked simultaneously by
attacking units in multiple hexes adjacent to the defending hex
without restriction, as a single combat.
REVOLUTION GAMES
If no other hex is available, retreating units may enter a hex that
would result in exceeding the stacking limit, the excess units then
continue to retreat till they reach a hex they may legally stack in.
9.5 Disruption
Retreating units, whether attacking or defending, become disrupted.
Disrupted units lose their ZOC and cannot move or attack. Disrupted
units automatically recover in their own side’s recovery phase.
4
RED TYPHOON

9.6 Advance after Combat
If all defending units retreat or are eliminated, the attacking player
may advance attacking units into the vacant defending hex. Unlike
movement, advance after combat does not spend MP, and may be
done from a hex in enemy ZOC directly to another hex in enemy ZOC.
When the attacker retreats, defending units cannot advance after
combat. Advancing units must obey stacking limits. Exception: If all
defending units are eliminated by an EX (exchange) result, there is
no advance after combat

10.0 ISOLATION
Defending units that cannot trace a line of communications (LOC)
during combat resolution suffer penalties. Isolation also affects
airborne and partisan units.
9.7 Breakthrough
Units with white combat strength may advance into an additional
hex when advancing after combat. The first hex entered must be the
hex formerly occupied by the defending units. If the initial hex
entered by the advance is within enemy ZOC, the advance must stop
there and cannot enter a second hex.
10.1 Isolation Enforcement
The isolation status of defending units is determined during combat,
immediately before the die is rolled.
10.2 Determining Isolation
9.8 Terrain Effects

Defending units may benefit from the terrain in the hex they occupy
and/or the terrain of the hexside(s) between the attacking and
defending units. The effect of terrain on combat is reflected by a die
roll modifier (DRM). These modifiers are cumulative.
Clear
Woods
City
River
Road/Railroad
No effect
-1 DRM
-1 DRM
-1 DRM if all units are attacking across river
No effect


9.9 Soviet Surprise Attack
On the first turn of the game all attacks by Soviet units get a +2 DRM.
Example: an attack against a defending unit in woods across a river
applies a -2 DRM (-1 for the woods hex and -1 for the river hexside).
If the attacker were Soviet on the first turn of the game that same
attack would be a final modifier of zero as the +2 DRM for the Soviet
Surprise Attack would cancel the -2 DRM for the terrain.
A LOC cannot be traced to a supply source under enemy control or
within an enemy ZOC (unless the hex is occupied by a friendly unit).
A supply source controlled by the enemy may again be used as a
destination for a LOC if it is later returned to friendly control.
An attack at odds of less than 1:1 cannot be made. An attack at odds
greater than 6:1 is resolved as if it were 6:1. Modified die rolls of less
than 0 are treated as 0. Modified die rolls of greater than 6 are
treated as 6.
10.4 Effects of Isolation
If the defending units are Isolated (they cannot trace an LOC), the
attacker adds one to the die roll for the combat. Isolation effects are
cumulative with terrain and Soviet Surprise attack effects. Note that
Isolation has no effect on attacking units.
9.11 Combat Results



AR (Attacker Retreat): All attacking units are retreated one hex
by the attacking player and become disrupted.
AL (Attacker Loss): The attacker must eliminate one attacking
unit. If the attacker is the German player, they may instead
apply an AR result.
C (Contact): No effect, attacking and defending units remain in
their hexes.
EX (Exchange). Each player must eliminate one of their units. If
the sole defender is eliminated, the attacker cannot advance.
REVOLUTION GAMES
When a unit is attacked, the defending player confirms the unit
is within six hexes of a road or railroad. A path is counted from
the unit through contiguous adjacent hexes to the road/railroad
hex. This path cannot enter a hex occupied by an enemy unit,
nor be within an enemy ZOC, nor contain an enemy controlled
city or supply source. Friendly units negate enemy ZOC for this
purpose.
From the road/railroad hex, if a path can be traced along the
road/railroad unbroken to a friendly supply source, the unit has
a valid LOC.
The road/railroad path used to trace a LOC can be of any length.
However, the path cannot enter a hex occupied by an enemy
unit, nor be within an enemy ZOC, nor contain an enemy
controlled city or supply source. Friendly units negate enemy
ZOC for this purpose.
10.3 Supply Sources
9.10 Odds Limits

DR1-4 (Defender Retreat 1-4 Hexes): The attacking player
retreats all defending units the number of hexes indicated and
the defending units are disrupted. The attacker may advance.
DE (Defender Eliminated): All defending units are eliminated
and removed from the map. The attacker may advance.
11.0 RECOVERY PHASE
All your disrupted units automatically recover (are flipped face up)
in your recovery phase. There are no restrictions on recovery.
12.0 ACTIVATION POINTS & ORDERS
To move or attack with their units, a player must expend Activation
Points (AP) for that formation.
5
RED TYPHOON
Track and set aside; these markers may be recycled and returned to
play in future turns. A player may save up to five AP markers in their
Unused AP box from turn to turn. Excess AP markers are set aside as
above.
12.1 Receiving Activation Points
The Turn Record Track shows how many AP each player receives on
each game turn. The player takes AP markers corresponding to the
amount indicated for the current game turn, then puts the received
AP markers into the corresponding Unused AP Marker box printed
on the map. Example: On Turn 2, during the Soviet AP Phase the
Soviet player receives 7 AP markers. In the German AP Phase, the
German player receives 4 AP markers. Each player places the
received markers in the corresponding Unused AP box.
12.7 German Panzer Divisions
German Panzer divisions (dark grey units) belonging to a formation
given a movement order may attack in the combat phase even if that
formation has not been given attack orders. They may attack in
conjunction with units from other formations that have attack
orders and with other German Panzer Divisions that have been given
a movement order. (Of course, German Panzer divisions in a
formation given an attack order may also attack)
12.2 Formation Orders
AP Record Tracks for both players are printed on the map. Each
formation has two boxes: a box for movement orders and a box for
attack orders. One AP marker from the Unused AP box can be put in
each orders box.
13.0 WITHDRAWAL & REINFORCEMENTS
An AP marker placed in a formation’s movement orders box allows
the formation’s units to move in the player’s movement phase.
Similarly, an AP marker placed in a formation’s attack orders box
allows the formation’s units to attack in the player’s combat phase.
For example, if Soviet player puts an AP marker into the move box
of formation “K” (Kalinin Area Army), all units with formation code
“K” may move in the Soviet movement phase.
13.1 Soviet 1S Army Withdrawal
12.3 Movement Orders



During their movement phase, a player may freely move Unused AP
markers to their AP Record Track to give formations movement
orders. The player may activate and move some units from one
formation, activate another formation and move units from that
formation, then return to the first formation and continue moving
units. Units belonging to a formation without movement orders (i.e.
no AP marker in the move box for that formation) cannot move in
that movement phase.
13.2 Airborne Deployment


12.4 Attack Orders
During their combat phase, a player may freely move Unused AP
markers to their AP Record Track to give formations attack orders.
The player may activate and attack with some units from one
formation, activate another formation and attack with those units,
then return to the first formation and continue attacking with its
units. Not all units with attack order are required to attack. Units
from multiple formations may attack together, so long as each
formation has attack orders. Exception 12.7.

On Turns 4-7, the Soviet player may place the airborne unit on
the map during the Airborne Phase. The turn of deployment
need not be decided beforehand. The Soviet player may choose
to never have the airborne unit enter the map at no VP penalty.
The airborne unit may land in any clear hex within twenty hexes
of eastern edge hexes (from 3813 to 3831). The clear hex may
contain a road or railroad.
The airborne unit cannot land in a hex occupied by any unit
(including a Soviet unit), or a hex within enemy ZOC.
13.3 Partisan Deployment

12.5 AP Restrictions
So long as you have sufficient unused AP markers, you may activate
any number of formations for either or both orders. In a single turn,
each formation may receive up to two AP markers: one for
movement orders and one for attack orders.

You must expend an AP marker even if you want to move or attack
with only one unit of the formation. Exception 12.7.

12.6 Unused AP markers
A player is not required to spend all their AP markers. At the end of
the player turn, all AP markers are removed from their AP Record
REVOLUTION GAMES
The 1S army unit must be withdrawn by turn 9, the Soviet player
may withdraw the 1S Army unit from the map during the 1S
Army Withdrawal Phase. The 1S Army unit may withdraw if in
enemy ZOC, but not if isolated (10.0).
Put the withdrawn 1S Army unit in on the Turn Record Track in
the box corresponding to the turn of its withdrawal. After
withdrawal, the 1S Army unit cannot return to play.
The 1S Army unit cannot be withdrawn if it has been eliminated
in combat. If the 1S Army is not withdrawn by the end of the
Turn 9 1S Army Withdrawal Phase, it is eliminated.
6
There are six partisan areas on the map marked with a specific
number from one to six. The numbered partisan areas are
defined by contiguous woods hexes. The partisan areas do not
cross rivers or any clear spaces breaking up woods hexes.
Example: Partisan Area 1 is the woods hexes 1214, 1215, 1216,
1315, 1316, 1317, 1415. Partisan Area 2 is the woods hexes
1423, 1523, 1524, 1622, 1623, 1624, 1723.
On each of Turns 4, 5, and 6, the Soviet player receives one
partisan unit. The Soviet player rolls the die and places the
partisan unit in any hex of the partisan area corresponding to
the die roll.
A partisan unit may be placed in a hex with other Soviet units,
but not to exceed the stacking limit. A partisan unit can never
be placed in a hex within enemy ZOC, even if friendly occupied.
If there is no legal placement hex in the designated partisan
RED TYPHOON
area, the partisan unit is considered eliminated (it does count
for VP) and removed from the game; its entry cannot be
delayed. Once placed, the partisan unit may freely leave the
partisan area.
Players Notes
Soviet Player: The Soviet player needs to attack early and often
to both kill units and force encirclements but also to disrupt as many
Germany units as possible and retreat them away from the Soviet
thrusts. The German player only has 4 Activation points on the first
two turns so if you can create problems in many areas he will have
to leave the 2nd PZ army unmoved or sacrifice units and position in
other areas. This will allow the Soviet player to attack for several
turns while units do not move in the 2nd PZ army area. German
counterattack ability is limited early in the game and mostly from the
panzer divisions as they lack the activation points to activate troops
for the attack. The hole in the German line near Kaluga should be
exploited by a deep thrust but the best chance of victory is on the
Soviet far right. Kill a few German units on the right flank and keep
pushing other troops up from further down for a long sweeping
curve towards Orsha and Smolensk. Army group WR in the middle
needs to launch attacks to pin Germans from reinforcing the flanks
and spare some troops to reinforce both flanks of its attack by taking
over more of the front line from its neighboring armies. Do read the
German auto victory conditions as a desperate or skilled German
could attack toward Moscow and win the game while the flanks are
collapsing.
German Player: The key to being successful is to keep rebuilding
your line in front of the enemy to keep him from the VP locations in
your rear. 4th PZ army needs to send units to the rear areas,
especially armor, and some infantry to the flanking armies as they
lose troops and try to maintain a cohesive defense as the German
line gets longer. 2nd PZ Army needs to stretch to control over to Spas
Demensk meeting WL army group somewhere in that zone. Your
reserves in the rear should try to fight the northern Soviet offensive.
Leave partisans to be cleaned up by your army later in the game.
Retreat to shorten line in the middle but be willing to sacrifice units
to fight for victory point hexes if you can spare them and they have
a decent chance of holding for a turn or two. Late in game units can
be sacrificed freely to slow Soviets. Each unit loss is only .2 of a VP
and if it keeps the Soviets out of a big VP prize then it is worth it.
From mid game on look for counterattacks involving your armor and
infantry from one or two armies. Target Soviet units that can
advance two hexes after combat and any cheap kills you can get.
CREDITS
Game Design: Shigeru Hirano
Playtesting: Yasushi Shikanai, Shigeru Hirano, Yasushi Nakaguro,
Richard Handewith, Roger Miller, Jack Greene, Jon Southard
Translation Edit: Scott Muldoon
Map Graphics: Joe Youst
Counter and Cover Graphics: Richard Handewith and Randy Lein
REVOLUTION GAMES
7
RED TYPHOON
Area B
6-4 Infantry- 3113
5-5 Infantry- 2809(2), 3213
4-5 Infantry- 3113
4-6 infantry- 2912(2), 2911
3-6 Infantry- 3415(2)
3-6 Armor- 3213
3-7 Infantry- 2911, 3012
2-7 Infantry-3314
2-8 Cavalry- 2910(2)
2-6 Armor- 3012
Fixed Deployment
Place all units with a hex number printed on them in the
hex indicated on the counter. All other units are placed
in the hexes indicated below. A number in parentheses
means place that number of units in the hex.
German Units
Area F
4-5 Infantry- 2308, 2205, 2403
2-6 Cavalry- 2502
Area G
4-5 Infantry- 3214, 3115, 2914 3013(2), 2811(2), 2712,
2510
5-5 Infantry- 2509, 2609, 3214
Area C
20-5 Infantry- 3519
8-4 Infantry- 3723
7-4 Infantry- 3723
6-5 Infantry- 3517
5-5 Infantry- 3520(2), 3517
4-5 Infantry- 3518
3-6 Infantry- 3621, 3620, 3722
5-7 Armor- 3724
4-8 Cavalry- 3518
5-6 Mechanized- 3724
3-6 Armor- 3621, 3620, 3722
Area H
4-5 Infantry- 3521(3), 3416(2)
3-5 Infantry- 3418(3), 3317(2)
4-6 Armor- 3422
3-6 Armor- 3319(3), 3421(2), 3317
4-5 Mechanized- 3416
3-5 Mechanized- 3523(3)
Area I
5-5 Infantry- 3527
4-5 infantry- 3130(3), 3329(3), 3525(3), 3527
3-5 Infantry- 3129, 3426, 3424
3-6 Armor- 3228, 3227
Area D
8-4 Infantry- 3429
7-4 Infantry- 3429
6-5 Infantry- 3532
5-5 Infantry- 3428
4-5 Infantry- 3534, 3428, 3533(2)
3-5 Infantry 3528(2), 3625
3-6 Infantry- 3532
2-6 Infantry- 3535(2)
2-7 Infantry- 3431
4-6 Armor- 3430
2-6 Armor- 3430
4-8 Cavalry- 3431
Area J
4-5 Infantry- 3045, 2939, 2937
3-5 Infantry- 3043
4-6 Armor- 2836, 2942
3-6 Armor- 2841, 2838
3-5 Mechanized- 3041(3)
Soviet Units
Area A
6-5 Infantry- 2504
5-5 Infantry- 2306, 2305
3-5 Infantry- 2307
4-6 Infantry- 2306
3-7 Infantry- 2305, 2307
2-7 Infantry- 2602
REVOLUTION GAMES
Area E
5-6 Infantry- 3036
4-5 Infantry- 3145, 3040, 3038
3-6 Infantry- 3143
Reminder-Rules 3.3, 3.4 and 3.5 apply to this
deployment.
8
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