putin`s war - Modern War Magazine

putin`s war - Modern War Magazine

Reclaiming the Soviet Empire in Eastern Europe

putin's war:

ReClaImINg The SOvIeT empIRe IN eaSTeRN eUROpe

ContEntS

1.0 Introduction

2.0 Components

3.0 Set up & Hex Control

4.0 How to Win

5.0 Turn Sequence

6.0 Stacking & Fog of War

7.0 reinforcements & regrouping

8.0 Movement

9.0 Combat

10.0 Charts & Tables

CREditS

design & development: Ty Bomba

Playtesters: Ty Bomba, Christopher

Cummins, eric r. Harvey, joseph

Miranda, joe youst, james Lawlor

Counter Graphics: eric r. Harvey

Map Graphics: joe youst

Production: Lisé Patterson

& Callie Cummins

© 2017 decision Games

Bakersfield, Ca.

Made & Printed in the uSa.

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note: To remove the rules from this

magazine, carefully and slowly peel them from the subscription card they are attached to by peeling from the top and then the bottom meeting in the middle.

The card is not intended to be removed.

These rules use the following color system: red for critical points such as errata and exceptions, Blue for examples of play.

(a.k.a. “line”) unit in the game represents one corps or army sized formation. The

“elite” special forces units are regiments, brigades, or divisions. The combat support aircraft units represent various numbers of sorties needed to accomplish certain missions over the timeframe of a turn.

1.0 INTRODUCTION

1.1 In General

Putin’s War: Reclaiming the Soviet Empire

in Eastern Europe (PW) is a strategic-level, two-player wargame of low-intermediate complexity that covers the campaign that could occur if the russian dictator decides to give up his strategy of incremental “opaque” warfare and instead simply try for a big win.

The game’s sub-systems are crafted to present a supreme-commander’s-eye-view of such a war. It’s therefore almost fully strategic in its perspective, with only the most pastel of operational and tactical undertones added to enhance its tone and texture in those regards. Putin’s War takes two experienced players only about two hours to complete, and it’s adaptable for solitaire play.

1.3 Seating & Sides

The russian player should sit off the map’s long eastern edge, while the allied player sits opposite him. The “allied player” is termed that because another of the underlying assumptions of the game is that the Polish Foreign Ministry’s recently revealed desire to finally create the “Intermarium alliance” is fulfilled. When originally proposed by jozef Pilsudski in 1919, that was to have been an alliance of all the countries bordering on western russia between the Black and Baltic Seas, to have been put in place by them in lieu of depending on Western europe and the uS for their security. our assumption, then, is that effort finally, and at the last minute, succeeds due to the region’s growing fear of russian resurgence. of course,

Pilsudski was never able to make the idea come to fruition in his own time; you’ll now decide if it can work in the early 21 st

century.

1.2 Scales

each hex on the map represents 55 miles (90 km) from side to opposite side. each full turn of play represents one-tenth of a month, or approximately three days. every “regular”

1.4 No Nuclear War Rules

another idea behind this design is that Putin hopes to regain the 1989 western borders of the Soviet union in a single blitz-like conventional campaign. He wants to reclaim territory, not expand the Chernobyl irradiated zone. He’d therefore be hoping a victorious one-month war would prevent any of the

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nuclear powers of “old europe” (or the uS), from reaching for the atomic button. Given that rationale, we haven’t included any rules for nuclear weapons use. However, we’ve used the blank counters we had available to give you the requisite mushroom cloud markers—in convenient tactical and strategic sizes. So, if you feel you must, deploy them into play as you like, using any mutually acceptable nuclear war rules, either from other games that came with them or of your own devising.

2.4 Sample Regular Unit

This unit is a russian regular (line) unit. Its nationality is shown both by its background color and a three-letter abbreviation. It contains two “strength steps” (or simply “steps”). Thus, when a two-step unit suffers its first loss in combat, either offensively or defensively, it’s flipped in place and may continue operating until it suffers a second loss. For more details on that process, and the further significance of strength steps, see sections 7.0 and 9.0.

1.5 General System Approach

at the broadest level, this design takes as its reference model the campaigns that opened World War I in 1914. That is, what we’re modeling here are relatively huge ground forces that haven’t been fully engaged in all-out war in almost three-quarters of a century. as such, they’re bold, naïve as to what to expect, and over-armed in that they have more firepower available than they properly know how to handle. There’s also a cyberwar going on in the deep background and a social media war going on in the far foreground. all of that is accounted for by the large uncertainties built into the airpower, movement, and Significant ethnic russian Population (SerP) rules.

Further, the overall military system is divided into three classes: The static militias, the motorized-mechanized line units, and the superelite special forces. The player who best manages to maintain a viable and moving relationship among all of those forces will win.

2.0 COmpONeNTS

FRONT

Full Strength side nationality organizational Size

Combat Factor type identity

BaCK

note that, in order to make the step-strength of the unit more immediately recognizable, the unit has a small black hexagon on its upper-left corner on its full-strength side. units without this hexagon symbol have no reduced strength side.

2.1 In General

The components to a complete game of PW include these rules, the map, and the sheet of extra-large die-cut counters.

2.5 Organizational Sizes

2.2 The Game Map

The game map shows the militarily significant terrain within the former western borderlands of the fallen Soviet union when portrayed at this scale. The hexagonal (hex) grid printed over it regulates the placement and movement of units across it. a unit is considered to be in only one hex at any one time. each hex contains natural and/or manmade features that affect movement and combat. each hex on the map has a unique four-digit identification number printed within it. They’re provided to help you find referenced places more quickly. For example, the “victory city” of

Kaliningrad is in hex 1718. They also allow you to record unit positions if a match has to be interrupted and taken down before it can be completed.

XXXX army

XXX Corps

X

Brigade

iii

regiment

ii

Battalion

oC

operational Command

2.6 Sample Special Forces Unit

The unit shown below is a russian Special Forces (SF) type unit.

organizational Size type

Map Errata: Movement and combat shifts were modified after the map was printed, ignore the terrain costs and combat shifts on the legend use the Terrain effects Chart provided in 10.3.

nationality identity

2.3 Unit Counters

Most of the counters (also referred to as “units” and “unit counters”) represent combat formations that would be on hand for the war modeled here. additional counters are provided as informational markers and memory aids. after reading through these rules, punch out the counters. Trimming the “dog ears” from their corners with a fingernail clipper will facilitate easier handling and stacking during play.

Support Factor

Note: Step strength does not apply to SF units.

2.7 Sample Garrison Unit

Combat Factor type

Note: The game includes a Putin counter which serves no

actual purpose other than to stare at you menacingly as you play, or to be used as some sort of mnemonic.

note that garrison units are printed in russian colors on one side and in a generalized allied color on the other. See 3.6 for details on that aspect of their use. every garrison unit has one strength step.

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Reclaiming the Soviet Empire in Eastern Europe

Counter Errata: Garrison units are incorrectly blank on the reverse side. Included with the game is a set of adhesive labels. The should be placed on the back of the 24 garrison counters in the upper right hand side of the counter sheet.

2.8 Nationality

There are 15 nationalities represented in the game. There are identified by the abbreviations (listed below), unique background colors, and their national flags shown in their unit symbols.

BEL: Belorussian (light orange)

CZR: Czech republic (light brown)

ESt: estonian (light gray green)

Fin: Finnish (medium gray)

GER: German (dark gray)

HUn: Hungarian (bright orange)

LAt: Latvian (dark green)

LtH: Lithuanian (medium green)

MoL: Moldovan (bright green)

PoL: Polish (white)

RoM: romanian (yellow)

RUS: russian (red)

SLo: Slovakian (brown)

SWE: Swedish (light yellow)

UKR: ukrainian (blue)

2.9 Specific Unit Identifications

The following abbreviations further identify the various units.

Aod: air operations division

BFM: Baltic Fleet Marine

BSFM: Black Sea Fleet Marine

Formosa: Codename for Polish naval SF regiment

GRoM: Polish acronym for operational Maneuver response Group

KSdd: Kaliningrad Special defense district

oC n. West: operational Command northwest

oGt: operational Group Transnistria

oC West: operational Command West

Sod: Special operations division

Utti: utti jaeger

Vostok GRU: russian Military Intelligence

2.10 Unit Types

There are three broad categories of ground units in the game: regular

(a.k.a. “line”), Special Forces (SF), and Garrison (a.k.a. “militia”). SF units, though further identified on their counters in terms of their specific organizational identities and sub-types, all function as one broad type of unit in terms of game play. Furthermore, aircraft units are simply and generally classified as “combat support,” and their various icons are meant to represent mission-specific multi-type packages.

Combat Support

Aircraft infantry

Special Forces tank/Armored

2.11 Combat Factors & Support Factors & Step Strength

The large combat or support factors printed along the bottom edges of regular and SF units (respectively) are the measures of each unit’s ability to conduct or support offensive and defensive combat operations. Their uses are explained in detail in section 9.0.

2.12 Movement Factors

unlike most wargames, the units’ movement factors aren’t printed on the counters. That’s because the movement factor of all line units varies from one through six, while SF and garrison units don’t actually move across the map. For more details on that, see section 8.0.

2.13 Step Strengths

all regular units in the game have two “strength steps” (also simply called “steps”). all garrison units have just one step each. That’s an arbitrary term used to express the ability of a unit to absorb a certain amount of combat losses before ceasing to be an effective formation (a measure of its “robustness” in current uS military jargon). If a two-step unit suffers a one-step loss, it’s flipped over so its reduced side (the one with the lower combat factor) shows. If a two-step unit that’s been “reduced” suffers a step loss, it’s removed from the map (“eliminated”) and placed into the “dead pile.” units of both sides that start play set up on the map do so at their full twostep strength. all allied units that enter the map as reinforcements after play has begun also do so at their full step strength.

2.14 Markers

The counter-mix also includes the following types of informational memory aid markers. Their uses are explained in appropriate sections of the rules.

turn Marker (front Russian, back Allied; see section 5.0)

Front Back

Garrison/Militia

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Combined Arms

Armies & Corps & their Equivalents)

Allied Action Points (AP)

Expended (see 5.3)

Russian Action Points

(AP) Expended (see 5.3)

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3.0 SeT Up & heX CONTROl

3.1 Preparing to Play

after first deciding who will command which side, both players should sort and set up the units of their own side according to the following instructions. normal stacking limits apply for both players during set up (see section 6.0).

3.2 Allied Set Up

The allied player initially commands all units of all seven countries with territory on the map other than russia: BeL, eST, LaT, LTH, MoL, PoL, and uKr.

The allied player should set up those various national contingents of regular and garrison units within each one’s national borders. every city hex that doesn’t have a regular unit set up in its hex should be given an allied garrison unit.

Those same nations’ SF units should be put into a pile located within easy reach off to the side of the map. all the regular and SF units of those (potentially) allied seven nations that don’t start the game already in the war: Ger, SLo, roM, Hun, CZr, SWe, and FIn are set aside until activated.

The allied player completes the set up of his side before the russian player begins the set up of the opposing side.

3.3 Russian Set Up

The russian player commands all russian (ruS) units in the countermix. He shouldn’t begin his side’s set up until the allied player announces that he’s done with that side’s set up. The russian player should first place the KSdd and oGT units in hexes 1718 and 2612, respectively. He should then place all 10 numbered armies in any 10 hexes in russia proper. That includes all the hexes lying generally east of the boundary line running from 1111/1112 to 2704/2705. every russian city hex that doesn’t have a regular unit set up in its hex should be given a russian garrison unit.

The Vostok clandestine operations unit and all russian SF units should be put into a pile located within easy reach off to the side of the map.

3.4 Initial Marker Placement

Players should put the Turn Marker in the “1” box on the Turn

Track printed along the side of the mapsheet. Keep the aP expended Markers off to the side of the map to start.

3.5 Hex Control

at the start of play the russian player is said to “control” (own) all hexes lying generally east of the russian border described above in 3.3. Furthermore, he also controls the four hexes of the

Kaliningrad oblast (1618, 1717, 1718, and 1818). He also controls the single hex of Transnistria (2612). The allied player starts play in control of all the other hexes on the map. The control status of a hex changes from one side to the other each time a unit of the opposing side moves into it. (opposing ground units will never be in the same hex at the same time).any given hex’s control status may potentially switch back and forth any number of times during play.

3.6 Garrison Units

every city and victory city on the map will always have in it a regular unit or a garrison unit, but never both at once. at the end of any move or combat action (see section 5.0), if a city or victory city is empty of regular units, immediately place a garrison unit in it with the controlling side’s colors showing upward. Whenever a regular unit’s move ends in a friendly controlled city or victory city hex, remove that place’s garrison unit. Whenever a regular unit is in a city or victory city, the friendly garrison unit you’d otherwise have in that hex is considered to be fully subsumed within the regular unit

(but without contributing any step or combat factor values to the occupying unit).Whenever you move a regular unit out of a city or victory city, the friendly garrison unit is immediately and automatically replaced in it at no cost in aP. That process can go on indefinitely for both sides in all cities and victory cities on the map. Garrison units never attack; they defend normally except they may not retreat after combat. a defending russian garrison unit may make use of the SerP bonus (see 9.19) if it’s otherwise normally available in its hex.

Note: There’s intentionally no city or victory city in Transnistria (2612).

3.7 Intermarium Alliance

despite the fact the allied player’s starting units must set up within their own respective countries, once play has begun all of them are free to move across the map as other circumstances permit. There are no nationality restrictions in regard to allied movement or combat.

4.0 hOW TO WIN

4.1 In General

The russian player is attempting to win offensively by controlling enough critical territory west of his start line, while also preserving enough of russia proper’s territorial integrity, to convince the allies to give up the war. draws are possible.

4.2 Reckoning Victory & Defeat

Victory and defeat are reckoned based on the control status of the

“victory cities” on the map at the end of Turn 10. If, at that time, the russian player controls

six

or more victory cities, he has won the game. If the russian player controls only four or five victory cities at that time the match ends in a draw. If the russian player controls fewer than four victory cities, the allied player has won that match.

Note: At the start of the game the Russian player already

controls one victory city: Kaliningrad (1718).

4.3 Allied Control of Russian Cities

When reckoning victory and defeat as described above, subtract one from the russian total for every city inside russia proper (the “russian

Federation”) that ends the game under allied control. (Garrison units are sufficient to establish and maintain control of their hexes in this regard).

So, for example, if a match ended with the russian player controlling six victory cities, but the allied player had meanwhile managed to take control of three cities inside the russian Federation, that three would be subtracted from the russian six to get a final victory count of three, meaning the allied player had actually won that match.

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4.4 No Sudden Death

Barring earlier capitulation by one of the players, victory is never reckoned prior to the end of play at the completion of Turn 10. a given victory city might change hands any number of times during play; all that matters is its status at the end of Turn 10 (exception; see 5.3).

Designer’s Note: All the above comes together to mean two

things: 1) The Russian player can’t win by concentrating on just one side of the Pripyat Marsh; and: 2) Neither can he ignore the defense of his own homeland.

5.0 TURN SeQUeNCe

5.6 Air Superiority Phases

at the start of every turn’s air Superiority Phase, both players openly roll two dice. The player getting the higher total has air superiority for that turn (reroll ties). If you had air superiority the turn before, add one to your dice roll; though that addition is never more than one, no matter how many turns you may have had air superiority.

Subtract the lower roll total from higher roll total: the winning player gets that many combat support aircraft markers (1 through 11).He immediately places all of those markers atop any enemy units that he wants to “interdict.” Interdiction markers remain with those enemy units (even if they move) until the end of the operations Phase.

Note: There will never be a turn in which both

player have aircraft units available.

5.7 Aircraft Interdiction Effects

each aircraft marker causes:

5.1 In General

every turn of Putin’s War is divided into “phases,” which are then further subdivided into individual “actions” conducted by both players. once a player has finished a particular action within a phase, or an entire phase within a turn that has been completed, neither player may go back to perform some forgotten action or redo a poorly executed one unless his opponent graciously agrees to permit it.

5.2 Turn Sequence Outline

The turn sequence is presented below in outline. note that the sequence is always the same in every turn and the russian player always takes (or passes on taking) the first action in every turn’s operations Phase. a full turn is considered to have been completed when its operations Phase is finished.

Command Point Phase air Superiority Phase operations Phase a minus-one movement point adjustment to an interdicted regular unit’s movement factor each time its moved during that turn.

Interdicted regular units aren’t allowed to regroup. each aircraft marker also causes a one column odds shift in favor of the side with air superiority, throughout that turn, both when attacking from, or defending in that hex.

5.8 Operations Phases & AP Expenditures

The entire range of actions is shown in the table below. In general, every action is potentially available, in any order and any number of times, during every operations Phase, by both players.

5.3 Command Point Phases

at the start of each Command Point Phase, both players secretly roll two dice, each. Both players may look at their own dice roll total, but they should keep it out of sight of their opponent. That’s best done by rolling the dice into two flat-bottomed opaque containers, such as bowls or mugs, and then covering them with a note card or sheet of paper. The total you rolled, from 2 to 12, is your aP allotment for that entire turn

(i.e., that entire operations Phase).at the end of the turn, both players are allowed to look into the other’s dice container to examine his untilthen-hidden total. If, at that time, it’s revealed one player expended more aP than he actually had available, he’s thereby lost the game to his opponent. In furtherance of that process, both players should openly keep track of the aP spent by his opponent. do that using the markers provided (see 2.13), on the aP expended Tracks on the map.

Exception: rolling for off-map nation entries is only available to the allied player.

Action Point Expenditures table

AP Cost Action

1

1

1

1

Move one unit.

Attack with one regular unit. (It

never costs aP to defend.)

2 to 6

Multi-Unit Attacks, at one aP per unit.

Regroup one reduced regular unit.

Roll on the off-Map nation Entry table.

5.4 Turn-Discrete AP Expenditures

It’s never allowed for either player to save aP from one turn for use in a later turn. aP not expended during their turn of accrual are forfeited at the end of that same turn (operations Phase).

5.5 Russian Initiative

The russian player always conducts the first action (or chooses to “pass” on conducting it) in every turn’s operations Phase.

5.9 Passing during Action Phases

If you decide to “pass” on taking an action, and your opponent then conducts an action, you then have the choice again of acting or passing (and vice versa). If both players pass sequentially (in either order) the turn ends at that instant.

5.10 Running Out of AP

during every operations Phase, as soon as you’ve completed the action that used up your last available aP for that turn, you

must

announce that fact to your opponent. He should then first look into your dice roll container to verify your dice roll against your expended

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aP for that turn. next, he should complete his own aP expenditures, one action at a time, until he’s either out of aP or announces that he doesn’t want to conduct any more actions that operations Phase.

5.11 Using SF Units to Increase AP Awards

This is an additional non-kinetic-combat use for the SF units introduced in rule 9.20. That is, when going through the aP dice-roll procedure given in 5.3, both players have the option of secretly committing one or more of their available SF units to increase that result by one aP for each SF unit so committed. do that by dropping into the same flatbottomed container in which you’ll next be making your aP-generating dice roll as many of your available SF units you want to commit to that mission. Feel free to try to fool your opponent in regard the size (if any) of your SF commitment by using blank counters. at the end of the turn, however, both players not only verify each other’s dice rolls by looking into their opponent’s aP container, they now also count up the SF committed to this mission. no final aP award may ever be increased to more than 12, no matter how many SF units were committed. after that verification, immediately recycle those SF units just as described in 7.4.

6.0 STaCKINg & FOg OF WaR

6.1 In General

Stacking is the word used to describe the piling of more than one friendly unit in the same hex at the same time. Stacking limits don’t in any way pertain to units on the Turn Tracks or in off-map piles.

6.2 Stacking & Movement

Stacking rules are in effect at all times, but there’s no limit on the number of units that may enter and pass through a given hex over the course of an action, phase or turn, as long as the stacking limit is met at the end of every action, including retreat and advance after combat.

6.3 Stacking Limits

For both sides the general rule is there may be no more than one regular or garrison unit in any one hex at any one time. (remember: garrison units only appear in city and victory city hexes). Stacking rules don’t pertain to SF units because they’re never actually deployed into hexes on the map. For the specifics of their use in combat, see 9.20.

6.4 Over-Stacking

If any hexes are found to be over-stacked at the end of any action or phase, the violating player must select the minimum number of regular units necessary from that hex in order to bring it back into compliance with the stacking rule. The chosen units are permanently eliminated.

6.5 Fog of War

due to the time, space, and unit scales involved here, combined with the human and electronic intelligence assets available to both sides, there’s relatively little fog of war in Putin’s War. Both players are free to look over and through all of the units of both sides deployed on the map, as well as those in the Turn Track boxes and off-map piles of units. you’re not allowed to look into your opponent’s aP dice roll cup, though, except as and when described above in rule 5.0.

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7.0 ReINFORCemeNTS & RegROUpINg

7.1 Allied Reinforcements

allied reinforcements are regular and SF units that don’t start the game set up on the map; Instead, they enter play for the first time during turns after play has begun. There are no russian reinforcements, as that military begins already fully mobilized. allied reinforcements are units belonging to those nations not yet in the war at the start of play. When setting up for play, set the allied player’s potential reinforcements off to the side of the map. Move arriving allied reinforcements (at the rate of one unit per move action) from the Turn

Track onto the map via any unoccupied hex along its western edge from 1917 to 2912, inclusive. once on the map, allied reinforcements operate immediately and in all ways just as if they’d been in play since the start of the game; all rules apply to them in the same way as starting units. When entering a newly arriving unit, begin counting off its movement allowance with the first map-edge hex entered.

7.5 Regrouping Reduced Regular Units

This action is available to both players at the cost of one aP per reduced regular unit. To conduct it, simply designate the reduced regular unit (on the map) that you’re regrouping, expend the aP, and flip the designated so its full-strength side again shows upward.

Fully eliminated regular units may not be regrouped back into play

(they are eliminated permanently when eliminated). Furthermore, units with one or more enemy aircraft interdicting them may not regroup while in that status. even further, a unit to be regrouped may not ever be immediately adjacent to one or more enemy regular units while it’s being regrouped (enemy garrison unit adjacency oK, however). regrouped units are immediately available to function normally in all ways during the rest of the phase of their regrouping.

Within the strictures given here, a given regular unit may potentially regroup any number of times per operations Phase in every turn.

8.0 mOvemeNT

7.2 Reinforcement Procedure

To (potentially) receive reinforcements, the allied player must chose

as an action to roll two dice on the “off Map nation entry Table” at the cost of one aP. Within the limits of his aP allotment, he may choose that action any number of times during each turn’s operations

Phase (but making just one aP expenditure and one roll on the table at a time). once the aP expenditure is noted, the allied player immediately and openly rolls two dice and consults the table in 10.1.

7.3 Reinforcement Strictures

If a reinforcement roll results in a new allied nation entering the war, all of its regular units become eligible to move onto the map starting with the next turn’s operations Phase. Similarly, all that nation’s SF units also become available at that same time. If the result (such as

"8") has two nations listed, both countries would immediately be eligible to enter the war. If previously rolled result is again rolled, the allied player may roll again, if he expends an additional aP point. He may continue to re-roll as many times as he is willing to expend aP, if each of the results have already been rolled. If a seven is rolled, the allied player may not use this procedure. The russian player may not assign air interdiction to reinforcement units until the air Superiority Phase after they have entered the map. It’s not necessary for the allied player to enter available reinforcements as soon as possible; rather, he may do so at his convenience during any of his actions in subsequent turns (simply move them along the

Turn Track from box to box as the game progresses). If Germany enters the war, all other nations that have not previously entered the war, do so at that time. There is no need for any further die rolls.

7.4 Regrouping SF Units

at the end of every attack, both players should take the SF units they committed to that battle and openly roll one die for each one of them. each rolled-for SF unit’s die roll result is the number of turns before it’s again available for commitment into combat on the map. So, for example, if you rolled a “1” for a given SF unit, it would be available again at the start of the next turn. no aP expenditure is needed in order to reclaim SF units from the track. Potentially, every SF unit in the game can go through the replacement process any number of times. If an SF unit’s return would take place after Turn 10, it’s out of play for the rest of that game.

8.1 Regular Unit Movement in General

Moving one of your regular units is one of the choices available for each of your actions throughout every turn’s operations

Phase. It’s the method by which regular units on the map move from hex to adjacent hex. all regular units in the game have a

“movement allowance” of from one to six “movement points”

(MP) per move, no matter their nationality or step strength.

8.2 Procedure

a single regular unit move action consists of you openly selecting one of your side’s regular units in any one hex on the map, determining its movement allowance for that move, and then moving it, within the limits of that allowance, through adjacent hexes to (or at least toward) your desired new location for it. There’s no arbitrary limit on the number of move actions you may decide to conduct over the course of every turn’s operations Phase. Further, any given regular unit may be used to conduct any number of move actions during each operations Phase (though always just one action at a time).

8.3 Determining Regular Unit Movement Allowances

To determine the movement allowance of the regular unit you want to move in a move action, roll one die. That result, from one through six, is the number of movement points (MP) it has immediately available for the move. MP may not be saved from one action or phase to another, nor may any unit give or loan or otherwise transfer MP to any other unit. every move action is a discrete event that must be fully carried out before another action (of any type) is begun by either player.

Note: You may end up rolling up more MP than you need in order

to get your unit where you want it to go. In such cases you’re not required to keep moving; just end the unit’s move where you want it and the surplus MP are forfeit. Similarly, you might not roll up enough

MP to even enter the first hex into which you want your moving unit to go. In that case, you’re simply stuck: either move the unit off in some direction you can afford to enter (in terms of available MP) or declare the action to be over while the unit merely remains in place.

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Reclaiming the Soviet Empire in Eastern Europe

8.4 Natural Terrain Types

The MP cost for each hex entered by a moving regular unit varies based on the type of terrain in it and along the hexsides immediately around it. There are three kinds of in-hex natural terrain and, effectively, one kind of hexside water barrier.

The in-hex terrains are:

Clear

Forest

Marsh

The water barriers are river/lake hexsides (one type for all play purposes). For a hex to be considered clear, it must be entirely clear. a hex containing any amount of forest is considered to be entirely forested; a hex containing any amount of marsh is considered to be entirely marshy, etc. no single hex contains more than one type of natural in-hex terrain.

8.5 Manmade Terrains

There are four kinds of manmade terrain shown on the map:

Chernobyl Irradiated areas

City

Victory city

SerP (Significant ethnic russian Population)

Map Errata: The terrain key does not show the symbol for

"City". non-victory point cities show on the map as black squares with the city name printed in the hex (example: hex 2009).

Those terrains exist in hexes along with their movementdefining natural terrain type. There may be more than one type of manmade terrain in the same hex.

8.6 Terrain Costs

The MP costs to enter the various kinds of natural terrains are given

10.2. note that in-hex and hexside-crossing costs are cumulative.

Map Errata: The terrain key on the map is incorrect, use the chart in 10.2.

8.7 Russian KSDD Unit

The russian KSdd unit may only move within the four hexes

(1618, 1717, 1718 and 1818) of the Kaliningrad oblast. It may attack from those hexes across the border, but even then it’s not allowed to advance after combat across it.

9.0 COmBaT

9.1 In General

Combat is always voluntary; the mere adjacency of enemy units doesn’t force either player to attack. Combat occurs when you declare that your action will be an attack, which is always an action conducted from one or more hexes into one other hex immediately adjacent to it (or all of them). It’s not allowed for the player owning the defending force to decline to participate in the battle.

9.2 AP Costs & Strictures

It costs one aP to conduct an attack with one of your regular units. each additional unit that you want to have participate costs an additional aP, up to a total of six aP if you were attacking from all six adjacent hexes. all attacks are always made into just one defending hex, and all participating attackers must be in hexes adjacent to that one targeted hex.

9.3 Unitary Combat Factors

a single unit’s full combat strength must always be used whenever it’s involved in combat. no single attacking unit may have its combat factor split in order to be applied in more than attack.

9.4 Multi-Hex Attacks & Enemy Air Interdiction

If you’re making a multi-unit attack in the face of enemy air interdiction, the potential combat odds shifts against that action are calculated as follows:

If the total number of enemy aircraft units interdicting your multi-unit attack force is equal to at least half of the number of units in that attack force, your odds suffer a one-column leftward shift on that account.

For each enemy air unit interdicting beyond that half-count, you suffer another column shift. If the number of interdicting enemy air units isn’t equal to at least half the number of units in your attacking force, you suffer no odds shifts.

retrieve all air markers at the end of the operations Phase. any number of markers may be placed atop any regular unit you want to interdict; their effects are infinitely cumulative.

Modern War 29 | May – jun 2017

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9.5 Allied Multi-National Attacks

Within the strictures above, it’s permitted for allied line and/or SF units to participate in multi-national attacks in any combinations. Further, it’s not necessary for a given allied nation to have one or more of its regular units involved in an attack in order for its SF to be involved in it.

9.6 Advance After Combat

If your attack empties the attacked hex of the defending unit, you may occupy the vacated hex with one of your involved attacking line units.

Such advances aren’t mandatory, but they must be conducted before starting the resolution of another action. alternatively, if the hex you just won contains a city or victory city, instead of occupying it with one of your participating regular units, you could instead simply place within it one of your side’s garrison units to denote your ownership (conquest) of that city. advancing after combat isn’t considered an “action,” nor does it require the expenditure of MP. Victorious defenders never advance after combat; they simply hold their place in their original hex.

9.7 Combat Resolution Procedure

normally the attacking player should strive to have several times more attack factors involved in a battle than the defender has defense factors. Such battles are called “high odds” attacks. much worse than you initially thought they’d be; however, an attack action, once declared, may not be called off; it must be fully resolved.

9.10 Defender Retreat (DR)

retreats after combat—the result abbreviated “dr” on the CrT—are always one hex, and their direction is always determined by the player owning the retreating line unit. They may potentially be made in any direction. The retreating unit may not over-stack at the end of its retreat, and it may not retreat into an enemy occupied hex. nor may it retreat into a hex or across a hexside it couldn’t normally move into or across. units may not retreat out to sea. units blocked from retreating for any reason remain in place and suffer a de result instead.

9.11 Bloodbath (BB)

The combat result of BB (Bloodbath) means the attacking and defending force must both have one step eliminated from among them. each player chooses which of his own steps to sacrifice. If a

BB leaves a defended hex empty, the attacker may advance after combat if he has any survivors among his involved attacking force.

9.12 Attack Stalled (AS)

The combat result of aS (attack Stalled) means nothing happens to or with either side’s involved force.

To resolve such fights, the attacking player begins by calculating his “odds.” do that by adding together the attack factors of all the attacking units involved in the battle; then add up the defense factors of the enemy units defending in the battle. divide the defender-total into the attackertotal and round down any remainder.

9.13 Defender Eliminated (DE)

a combat result of de (defender eliminated) means one strength step of that defending side’s involved unit is removed. The attacker may advance after combat if he has any survivors among his involved attacking force, or simply add a friendly garrison to that hex instead if it happens to be a city hex.

Example: If 26 attack factors attack 7 defense factors, the situation yields an odds ratio of 3:1 (“three to one”). That is, 27÷7=3.71, which rounds down to 3. To turn that “3” into a ratio, you must set a “1” next to it on the right. Thus “3” becomes “3:1,” which corresponds to a columnheading on the Combat results Table (CrT) printed in section 10.0.

9.14 Attacker Lose 1 Step (AL1)

a combat result of aL1 (attacker Lose 1 Step) means one strength step (total) from among that side’s involved force is removed.

The attacking player chooses which of his steps to sacrifice.

9.8 Poor Odds Attacks

Battles in which the attacking force has fewer combat factors than the defender are called “poor odds attacks.” Procedures in such situations are modified from what’s described above in that you divide the defender’s total by the attacker’s, round up all remainders, and set the “1” on the left side of that result. For example, if a force with 5 attack factors is attacking a force with 11 defense factors, it’s a poor odds attack. In that case, divide 11 by

5 (11÷5=2.2), and always round up (2.2 becomes 3); then set a “1” on the left of that “3,” yielding odds of 1:3 (aka “one to three”).

9.15 Terrain & Rivers in Combat

Though the natural terrains and water barriers on the map have effects on line unit movement, they have no effect on combat.

That’s because—at this time, space, and unit scales—the forces engaged here have the specialized munitions, cross-country capable vehicles, helicopters, and boats necessary to overcome those effects. That’s not true in regard to the manmade terrains.

9.16 Defending in Cities & Victory Cities

units defending in city hexes receive a one-column leftward odds shift advantage for doing so. units defending in victory city hexes receive a two-column leftward odds shift advantage for doing so.

9.9 CRT Odds Limits

note that the column headings on the CrT range from 1:3 to 7:1. Final odds greater than 7:1 are resolved on the 7:1 column. odds less than

1:3 are resolved on the 1:3 column. note that, due to several reasons

(see below, 9.17 to 9.22) you may end up with final attack odds that are

9.17 Concentric Attack Column Shift Bonus

In general, when you attack a defended hex through two diametrically opposite hexsides; or when you do so from three hexes with an uninvolved hex between each of your attack hexes, or when you do so from more than three hexes, you have achieved concentricity. To determine your concentric attack bonus for a given battle, roll a die; divide that result in half and round down any remainder (a formula expressed in abbreviated form as:

1d6/2rd). So the concentric attack bonus may vary from zero to three rightward columns shifts, depending on that die roll.

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9.18 SERP Hexes

Certain hexes on the map are tinted to show they contain a Significant ethnic russian Population (SerP). also note all hexes within the russian Federation are automatically SerP hexes. Whenever a russian unit is defending in, or attacking into, a SerP hex, as the final step in that battle’s resolution, the russian player should roll a die and subtract one from the result (1d6-1). That result, zero through five, is the number of bonus combat factors the russian player then adds into his involved unit’s (units’) combat factor total.

Note: In Russian multi-unit attacks you still only roll the SERP die once.

9.19 Russian “Vostok” Clandestine Operations Battalion

Whenever this unit is available, the russian player may decide

(openly) to commit it into any SerP-eligible attack or defense in order to try to enhance that outcome. The effect of committing the Vostok unit is to double the rolled SerP factors.

10.0 ChaRTS & TaBleS

10.1 Off-Map Nations Entry Table

dice Roll

2

3

4

5

6

Enters War

Germany

Slovakia / romania

Hungary

Czech republic

Sweden / Finland

Note: A zero outcome still remains a zero. The battalion is available

(off map) from the start of play, and after each use it must be recycled in the same way as SF units (see 10.21 below).

7

8 no effect

Sweden / Finland

9

10

Czech republic

Hungary

9.20 Special Forces (SF) Units in Combat.

The SF units of both sides are held off-map and are only secretly committed into play, on a battle-by-battle basis, by both players. once both players indicate to each other they’ve chosen the number of SF units that they want to commit to the battle under resolution (by clasping them in their closed hand), they then simultaneously reveal those units to each other. It doesn’t cost any aP to commit SF, nor does their commitment in anyway constitute an action separate from the battle being resolved. each SF unit committed to a battle shifts the odds in their side’s favor by the number of columns indicated by its

“support factor” (see 2.2). To determine the final number of shifts, and that shift’s directionality, net out the two sides’ commitment totals.

11

12

Slovakia / romania

Germany

Note: if the die roll indicates that Germany enters

the war, all other Allied nations immediately enter the war. No further die rolls are required.

Example: If the russian player committed a total of five SF support factors to one of his attacks, and the defending allied player only committed three SF support factors, that russian attack would thereby gain a two-column rightward odds shift (in addition to all other applicable shifts). There are no limits—other than actual availability

(see below)—to the number of SF units both players may commit to each battle. Similarly, you are not required to commit any (though you may certainly bluff using an empty closed hand prior to the reveal).

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Reclaiming the Soviet Empire in Eastern Europe

10.2 Terrain Effects Chart

terrain type

Clear

Forest

Marsh

MP Cost to

Enter or Cross

1

2

3

Combat Effects

no effect no effect

* no unit may end a move action, or a retreat after combat, into this terrain.

Concentric attack Bonus: 2d6 divided by 2, round down. result is number of right shifts.

** If russian units are defending in or attacking out of a

SerP roll 1d6, subtract 1, the result is additional combat factors they may add to their attack or defense. use of the Vostok Btn doubles this affect (see (9.19).

SF combat shifts: each SF unit committed to combat provides one column shift in favor of the owning player.

See 9.4 when executing a multi-hex attack and either some or all attacking units are stacked with an enemy air interdiction marker.

no effect

City no effect 1L

Victory City

SerP

+1 to cost of other terrain in hex

2L no effect **

Chernobyl Irradiated area 3* river/Lake Hexside +1

* no effect

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aDDITIONal COUNTeRS

Stormin’ Norman Schwartzkopf | 1972 Easter Offensive in SVN | Russia’ s New Military | SEAL Team Six vs. Bin Laden

#1 SEP - OCT 2012

Hill Battle of Khe Sanh | Algerian Insurgency, 1958-1962 | North Yemen Civil War, 1962-1967 | NIKE Era | INS Vikramditya | Cold War Experimentation | Stridsvagn 103 Bat tle Tank

#21 JAN - FEB 2016

Struggle for

Kandahar

Red Dragon

Green Crescent

Naval Warfare in the 21 st

Century

mODeRN WaR #1

ReD DRagON/gReeN CReSCeNT

These sixteen bonus counters are optional additions, in their entirety, to be added to the 2016 or the 2021 scenarios. These units represent more complete information than what existed when

Modern War #1 was in design. The two F-35 units should only be included in the 2021 scenario. In addition, both F-35 units, as well as all previous F-35 units issued in previous issues of Modern War should not – as of this date – be printed with “STL.” The F-35 program is not proving to exhibit appreciably stealthy characteristics.

mODeRN WaR #21

KaNDahaR

These 23 bonus counters are optional additions that are available for purchase during a game. These additional counters represent a mix of old and new equipment, as well as some tank support. If the “Hero” game piece is purchased, the two “Hero killed” pieces must be added to the casualty pool (until such time that the Hero has been eliminated— which removes those two “Hero killed” pieces along with the hero, until that hero is repurchased, if ever). If playing with these bonus counters, provide an extra 50 purchase points to the player to purchase any of these bonus pieces only. note that the aK-47 weapon has a cost of “0,” meaning that they are free to be purchased at no PP cost.

Battle of Nam Dong | Operation Musketeer | Armies & Strategies: Suez 1956 | East African Insurgen cies | China’s Liaoning Aircraft Carrier | Iraqi Army vs. ISIS | Matador Missiles

#18 JUL - AUG 2015

Green Berets: Vietnam

mODeRN WaR #18 gReeN BeReT

These 25 bonus counters are optional additions that are available for purchase during the game. These additional counters represent a mix of old and contemporary equipment as well as some tank and aPC support. If the “Hero” game piece is purchased, the two

“Hero killed” pieces must be added to the casualty pool (until such time that the Hero has been eliminated—which removes those two “Hero killed” pieces along with the hero, until that hero is repurchased, if ever). If playing with these bonus counters, provide an extra 50 purchase points to the player to purchase any of these bonus pieces only. note that two M-16 weapons have a cost of

“0,” meaning that they are free to be purchased at no PP cost.

MW29-M_Putins War Rules_V4F.indd 12 2/13/17 4:42 PM

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SG Milne Bay

SG Poland Crushed

SG Pusan Perimeter

SG Somlia Intervention

SG Struggle new France

30

25

25

35

30

30

25

25

SG Terror War

SG yelna

SjG Cowpoker

SjG Frag Gold ed

SjG Munchkin Fu 2: Monky Biz 17

SjG Munchkin Mission Impossible 25

SjG ninja Burger 2: Sumo Size

SjG revolution Palace exp

17

25

SMCn Battle Ship (zip)

SMCn Line of Battle (zip)

SMCn Man of War (zip)

SMCn ortona

25

25

12

50

25

25

25

30

SMCn Power & resolution (zip) 25

SMG origins plus age reason exp 68

SMG Pax Porfiriana Collector's ed 55

SMG Pax Pamir 35

TF

TF

Cerebus (zip) 25

Columbus Viceroy expan (zip) 15

TF History of 2nd World War Part 1 40

TF Viceroys 25

TILSIT Courtisans of Versailles

TILSIT Grand alchemist

TILSIT joan of arc

TILSIT Space Pigs

TILSIT Thieves of Bagdad

48

20

50

25

48

TILSIT Vox Populi

TLC easter Island

32

25

TLC Zombies! 6.66 Fill in _______ 10

TPS Battle of Midway 1942 35

TPS Battle of Stalingrad

TPS joan of arc's Victory

TPS Teutoburg Forest

TSK Hob Lepoard II

TSr Buck rogers

TSr Moscow 1941

TSr Twilight War (zip) uBr Sunken City

30

40

40

40

30

30

35

50 uGG assyrian Wars uGG Blitzkreig General (2nd ed) uGG Morse Code uGG Pasaran

VaeV Bellum Gallicum (zip)

VaeV Lion & the Sword (zip)

27

27

VaeV Victories of Marshal Saxe (zip) 27

VG open Fire 40

VGI Bargain Hunter

VPG Vanished Planet

WarF Perikles

WCHr Poctaligo 1862

66

47

79

21

15

25

50

25

WdG anzio: Fight for Beachhead 1944 25

WdG Bosworth Field 1485

WdG Confederate rebellion

WdG don't Tread on Me

38

42

35

WdG Lodz

WdG Pavia

WdG red Menace

WdG Vietnam Solo

30

30

35

30

WdG We Shall Fight on the Marne 33

We Fire Team

WoG Blood of noble Men

WoG Chainmail

WoG Cowboys

45

40

50

50

WoG For Honor & Glory

WoG Forged in Fire

WoG Hold the Line

WoG MedWar Sicily

WoG Prussia’s defiant Stand

WoLF Swords of Glory

XTr Back to Iraq (zip)

XTr Black Gold (zip)

60

20

20

20

50

50

60

45

XTr Wahoo! (zip) yaQ Timeship yaQ Beastlord

ZMG Camelot Legends (card)

ZMG Silent but deadly night

ZMG Take Stock

ZVe Barbarossa 41

ZVe Samuari Battles

ZVe Samuari ninja attack

ZVe Starter Kit

ZVe Tank Combat

25

15

70

83

20

20

25

25

44

70

30 rGG race the Wind rGG ranking

60

40 rGG rattlebones rGG renaissance Man

60

35 rGG rio de la Plata (dings & dents) 50 rGG roll for the Galaxy 60 rGG roll for the Galaxy: ambition expansion rGG roll to the South Pole rGG Samuari Card Game rGG Soccer Tactics World rGG Space alert: next Frontier expansion rGG Space dealer rGG Strozzi rGG Surf's up dude rGG Tally Ho rGG Techno Witches rGG Temporum 50 rGG Those Pesky Garden Gnomes 30 rGG Thurn & Taxis: roads to rome 30 rGG Tichu 15

30

60

35

45

25

30

40

35

30

30 rGG Tiffin rGG Time Pirates rGG Tin Goose rGG Toppo rGG Torres rGG Toscana rGG Traders of Genoa rGG Transamerica rGG Tzolk'in: Tribes exp rGG upon a Salty ocean rGG ur rGG utopia rGG Where's Bob Hat? rGG Women & Men

40

50

40

60

12

30

45

30

40

35

40

40

60

15

MAGAZinES WitH GAMES

ARES (oSS 2014)

1 War of the Worlds

2 Invasive Species

30

30

Against the odds

3 Kesselschlacht

4 napoleon at Ibe Berezina

5 north Wind rain

8 Fortress Berlin

9 Suleiman Magnificent

12 Chennault’s First Fight

15 Cactus Throne

18 Golden Horde

28 Tarleton’s Quarter

30 Lash of the Turk

33 Meatgrinder: Vietnam 1975

35

35

34 right Fierce & Terrible 35

36 defeat to Victory: Burma 1944 35

35

35

35

35

35

35

35

35

35

37 Bloody Honor: rCW 35

39 Brave Fellows: durrenstein 1805 35

40 Liliburlero: Battle of Boyne 35

41 Circle of Fire: Siege Cholm 1942 40

42 Thunder upon the Land

43 Islands of the damned

44 Vercingetorix ann #2 Look away! ann #5 Four roads Moscow

40

40

40

45

45 ann #6 Beyond Waterloo ann #7 Folorn Hope ann #8 La Bataille de Vauchamps ann #9 Set europe ablaze

Camp Study #3: Bradley's d-day

45

45

50

50

45

Desert Fox Games • PO Box 21598 • Bakersfield CA 93390 • 661/587-9633 • Fax- 661/587-5031 • shop.decisiongames.com

MW29-M_Putins War Rules_V4F.indd 14 2/13/17 4:42 PM

desert fox games

Many titles now available on the Decision Games online shop in the Desert Fox tab. Some games are one of a kind, list of alternate games is appreciated.

MFG title Price MFG title Price

Ares (SPi)

1 World Killer (Punched)

7 rescue from the Hive

8 ragnorak (Punched)

9 delta Vee

Special editions 1 & 2

Mag w/incomp game: 1, 2, 8-11

Command

1 Blitzkrieg ’41

2 Sunrise of Victory

5 Hamburger Hill

6 Krim

8 jutland

9 Inchon

11 Hougoumont

12 Chaco

15 I am Sparatcus

16 Storm in West 1918

18 Tet

19 Port arthur

21 Blood & Iron

22 antietam

23 Sekigahara

24 Czech ’38

26 When Tigers Fight

29 1914: Glory’s end

45

P40

50

40

32 Bunker Hill 35

37 Mukden & Moscow option P25

38 Great War in near east

39 World War 1862

35

25

40 Buena Vista & Moscow Burning 35

42

44

45

46

47

48

49

Hell B4 night/Blitz 40

43 Chattanooga dark Victory & 2nd Front

Ironclads at Hampton rds end of empire

Perfidious albion & attila

1812 War in Canada

Waterloo: retreat to Victory

50 Back to Iraq (2nd)

53 Iron dream

Command Game only-no mag

39 World War 1862

44 dark Victory & 2nd Front

50 Back to Iraq (2nd)

51 Meuse-argonne

Warmaster Chess vol 1-3 (one set)

35

35

35

35

35

35

35

35

25

35

15

25

15

15

25

25

50

P50

P60

30

30

40

40

P85

100

P75

P30

80

P40

Wargamer Vol.1

12 aces High

17 nap at austerlitz (punched)

18 Birth of a nation

19 Sturm nach osten

22 no Trumpets no drums

23 decision @ Kasserine

(punched)

24 Lawrence of arabia

25 never Call retreat

26 race to the Meuse

27 Peter the Great

28 Port Stanley

29 Lodz: Blitz in the east

31 Clash of Steel

32 napoleon at Lutzen

33 Holy roman empire

30

25

25

40

20 ea

10

40

P50

P30

P15

20

P40

P15

P25

P30

P30

50

35

P40

P50

P50

34 Khyber rifles

35 West Wall

36 unconditional Surrender

37 China Incident

38 Hath no Fury

39 Hellfire Pass

40 Fight on the Beaches

41 o’Conner’s offensive

43 Wellington

44 Macarthur

45 Custer’s Luck

46 House of Sa’ud

47 Struggle for Stalingrad

48 The red Baron

49 napoleon vs. Charles

50 Knights of justice

51 duel in the desert

52 Glory road

53 dunkirk

54 Condottieri

55 okinawa

57 race for Tunis

58 empires: 1914

59 Bloody Keren

60 anvil-dragoon

61 Camp of Marlborough

62 Fallen eagle

MAGAZinES

Fire & Movement

1

2-10, 21

12-20, 37, 38, 41, 45, 48, 53, 83,

137-139, 143, 145

22-27, 29, 31, 32, 36, 39-40, 42-44,

46-47, 49-52, 54-56, 59, 73,77

33-35, 60-67, 68-76, 78-79, 80-93,

95-108, 110, 111, 113-115, 116

121-127, 136

149, 150

40

25

the General

13.5

14.5-6; 15.1-2, 4-6; 16.1, 3, 4, 6

17.1-6; 18.1, 3-6; 19.1-6; 20.1-6; 21.1-2,

20

15

21.1 4-5; 22.1-2, 4-6; 23.1-2; 24.2-3, 5-6;

25.1-4, 6; 26.1-4; 27.3-6; 28.1-3, 5;

29.1-3, 6; 30.1-3 10

6

7

8

15

10

MoVES

33, 34, 39, 49,56

89, 90

6-8, 12-29, 31-32, 35-38, 40-48,

50-55, 57-59, 62

61, 63-77, 79-88

91-98, 101-108

P45

30

50

25

P30

P45

P15

P45

P35

P15

25

20

P40

P25

P30

25

P25

25

P20

15

P25

20

P30

15

P45

P75

P55

20

12

10

6

7

estate sale

This listing are one of kind games; no multiple copies. List of alternate games is appreciated.

MFG title

3M executive decision

3M Foil

3M High Bid

3M Quinto

3M Stocks & Bonds aH Star Wars: Queens Gambit amway Sly

Year Price

1971 20

1968 30

1965 20

1968 20

1964 20

2000

1975

250

30

Cadaco your america

Createk duplicate Chess eLG

1970

1968

Concentration 40 th

anniv ed 1998

FFG Through the desert

Gabrial Point Blank

GdW

GdW

GdW

Heavy Weapons Handbook

Infantry Weapons World (bk) 1990

Twilight: 2000 (Version 2.2)

Hasbro just Became a Millionaire

Ideal deduction

1998

1979

1992

1990

1991 20

1976 30

30

30

20

35

20

40

80

35

Kentexp Bin'Fa: The Tao of War (tube) 1980

Lionel double Cro$$ing

MB Hotels

1988

40

80

1987 120

MB jet World

MB L.I.F.e.

MB

MB

MB

Mission Command: Land

Prize Property

Lost World jurassic Park

Media Space Shuttle 101

PB Flinch

1975 20

1960 20

2003

1974

1996

1978 10

1976 10

60

75

90

PB Game of State Capitols

PB HeroQuest

PB Monopoly (box damaged)

PB orbit

PB Pollyanna: dixie (1954 art)

1954 20

1989 120

1961 20

1966 30

1954 20

1983 20

1958 30

PB Shadowlord!

PB Sorry!

PB Star Wars: rotjedi

Battle at Sarlaccs Pit

PB Tennis

1983 80

1975 10

PeG The Last Crusade

PGI Power

1995 20

1981 20

QnG Muckenstich/danger/Zwickern rGG

3-in-1 (english rules) el Grande +el Caballero

2012

1996-98

30

180 rGG elfenland rGG

S&r

Taj Mahal

The Cattlemen

TSr

TSr

TSr

2000 30

2000

1977

30

20

S&r upperhand

TC

TLC

TSr

TSr

Star Hop award Show 2005

1991 Trading Cards Prem. ed. 1991

Buck rogers:

1981 20

1981 30

10

40

Battle for the 25th Century

Castles: (ad&d)

1988

1990

Greyhawk adventures:

Howl from the north (ad&d) 1991

The Forgotton realms:

100

30

50

WGG

Kara-Tur (ad&d)

Crazy Creatures of dr. Gloom 2012

WPC Quicksand

1988

1981

30

15

30

Desert Fox Games • PO Box 21598 • Bakersfield CA 93390 • 661/587-9633 • Fax- 661/587-5031 • shop.decisiongames.com

MW29-M_Putins War Rules_V4F.indd 15 2/13/17 4:42 PM

desert fox games

Many titles now available on the Decision Games online shop in the Desert Fox tab.

Some games are one of a kind, list of alternate games is appreciated.

ORDER FORM

Please print legibly. All prices in US $ and subject to change.

NAME _________________________________________________________________________________________________________________________________________________________

ADDRESS

______________________________________________________________________________________________________________________________________________________

CITY, STATE (PROVINCE) _________________________________________________________________________________________________________________________________________

ZIP (POSTAL CODE), COUNTRY

____________________________________________________________________________________________________________________________________

PHONE ________________________________________________________________________________________________________________________________________________________

EMAIL

________________________________________________________________________________________________________________________________________________________

/ / # (VISA/MC/Discover ONLY) EXP.

SIGNATURE CVV.

Some items are one of a kind; please list alternates whenever possible. Credit memos will be issued on items that are out of stock.

QtY.

MFG nAME titLE ( MAG #/ GAME titLE / EtC.) PRiCE $ itEM totAL

Flat Rate Shipping Charges

uSa ships uPS Ground. Please add $5 for shipping via uSPS domestic Priority Mail.

order sUBtotal

+ TAX

(CALIFORNIA RESIDENTS ONLY — PLEASE ADD 7.5% TO ORDER SUBTOTAL)

+ SHIPPING

(FOR ALL ORDERS; PLEASE USE THE TABLES BELOW)

USPS international

CANADA

$

40

UPS

AUSTRALIA

$

60

SOUTH AMERICA

$

50

EUROPE

$

50

ASIA

$

50

ORDER TOTAL

USA

$

15

UK

45

CANADA

$

25

AUSTRALIA

$

45

EUROPE

$

40

PACIFIC RIM

$

38

MAGAZINE SHIPPING CHARGES — each shipment is limited to 2 copies maximum (sent via UsPs Priority mail).

USA (1-2 COPIES)

$

8

CANADA (1-2 COPIES)

$

24

EUROPE (1-2 COPIES)

$

35

AUSTRALIA (1-2 COPIES)

$

36

ASIA (1-2 COPIES)

$

33

02/13/17

Desert Fox Games • PO Box 21598 • Bakersfield CA 93390 • 661/587-9633 • Fax- 661/587-5031 • shop.decisiongames.com

MW29-M_Putins War Rules_V4F.indd 16 2/13/17 4:42 PM

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