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No Retreat!
2nd Edition—Feb. 2012
The Russian Front: 1941-1945
RULE BOOK
Living Rules Oct. 2011
2nd Edition, Feb. 2012
TABLE OF CONTENTS
[1.0] INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . . 2
[9.0] RAIL MOVEMENT. . . . . . . . . . . . . . . . . . . . . . 9
[3.0] SETTING UP THE GAME. . . . . . . . . . . . . . . . 3
[11.0] MARKER / UNIT REMOVAL. . . . . . . . . . . . 14
[2.0] GAME EQUIPMENT . . . . . . . . . . . . . . . . . . . . 2
[4.0] SEQUENCE OF PLAY. . . . . . . . . . . . . . . . . . . 3
[5.0] THE CARDS. . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
[10.0] COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
[12.0] HOW TO WIN. . . . . . . . . . . . . . . . . . . . . . . . . 14
[13.0] GAME TURN EVENTS . . . . . . . . . . . . . . . . . 16
[6.0] SUPPLY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
[14.0] SPECIAL UNITS . . . . . . . . . . . . . . . . . . . . . . . 18
[8.0] MOVEMENT. . . . . . . . . . . . . . . . . . . . . . . . . . . 7
[16.0] COMBINED EXAMPLE OF PLAY. . . . . . . . 22
[7.0] ORGANIZATION. . . . . . . . . . . . . . . . . . . . . . . 6
[15.0] OPTIONAL RULES. . . . . . . . . . . . . . . . . . . . . 20
© 2011 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com
© 2011 GMT Games, LLC
No Retreat!
2nd Edition—Feb. 2012
[1.0] INTRODUCTION
No Retreat! is a two-player grand strategic level wargame
depicting the struggle between the Axis powers and the
Soviet Union during World War 2 from the start of Operation Barbarossa on June 22, 1941 (the invasion of Russia)
to the final surrender of Germany in 1945.
Parts Inventory
•one 22 x 36” mapboard
•two 8.5” x 11” player aid sheets
•one sheet of 88, 2-sided square units
•one sheet of 56, 2-sided round markers
•one Rule book
•one Scenario booklet
•55 Event Cards
•One 6-sided die
Square (High Tide, Weather and Victory Points) and round
(Blitz!, Shock!, Disorganized, Unsupplied, Game Turn,
Target, Counterblow, Support and Control) markers have
also been provided to help players remember certain information during play.
The five counters on the next-to-last row of round game
pieces will be used in an upcoming Solitaire module, to be
published in a forthcoming issue of C3i Magazine.
Sample Units
Units (as opposed to markers) have information printed on
them as shown below, representing their capabilities.
German units have two ‘steps’ each and are full-strength
on their front side and reduced-strength on their reverse
side.
The following abbreviations are used in these rules:
CRT: Combat Results Table
EZOC: Enemy Zone of Control
MP: Movement Point
TEC: Terrain Effects Chart
VP: Victory Point
ZOC: Zone of Control
Russian units all begin the Campaign game as one-step
units with their red side being the ‘improved’ version of
their brown sides. Later, most will upgrade to two-step
units with their red side as full-strength and brown side
as reduced-strength.
Back
Front
Setup or
Reinforcement
Code
[2.0] GAME EQUIPMENT
Combat
Strength
[2.1] Game Map and Scale
The game map represents that portion of European Russia
where the major campaigns took place. A hexagonal grid
has been superimposed to regulate movement and the position of the playing pieces. A unit must always be located
in a specific hex. Explanations of the terrain features are
found on the Terrain Effects Chart.
Each hex is equivalent to 100 kilometers from side to side.
Each turn represents two months of real time, except the
first turn (two weeks), and in 1945 (one month).
[2.2] Game Charts & Tables
Various game aids are provided for the players in order
to simplify and illustrate certain game functions. These
include the two Combat Results Tables, the Terrain Effects
Chart, the Game Turn Track, and the Victory Point Track.
[2.3] Playing Pieces
The playing pieces represent actual military units that
fought in this campaign. The numbers and symbols on
them indicate their strength and type.
The “Axis” (a.k.a. “German”) player controls the German
Army (gray/green) and Axis Allied Rumanian/Hungarian/Italian/Finnish (blue) units. The “Soviet” (a.k.a. “Russian”) player controls all Soviet (brown/red) units.
Designation
Movement
Allowance
Optional
Unit
White =
Cannot Attack
Parenthesis =
No Zone of
Control
X = No Combat
Strength
Unit Type Symbols
Infantry
Fortified
Regional
Shock
Panzergrenadier or
Mechanized Infantry
Panzer or Tank
Infantry
Types
Armor Type
Combat Strength measures a unit’s value in battle as
expressed in Strength Points. Some units have outlined
(white) Combat Strengths, indicating that they usually
cannot attack (but see 10.1.2).
Movement Allowance determines how far that unit can
move each turn as measured in Movement Points (MPs).
© 2011 GMT Games, LLC
No Retreat!
2nd Edition—Feb. 2012
Some units have no Movement Allowance (as a reminder
that they are immobile) and their Combat Strength is in
parenthesis as a reminder that they also have no Zone of
Control (as per Rule 8.5).
Unit Size & Designation
All German and Axis units generally represent Armies of
80,000 to 120,000 men and their equipment.
Soviet Units generally represent Fronts (Army Groups) of
about 130,000 to 210,000 men and their equipment. Soviet
Tank units represent Armies plus an amalgamation of supplies and support equipment from various Fronts.
Unit Designation is the historical name of that formation
(e.g., Army or Front) and used to identify it.
The Map
The map is divided into hexagons (called “hexes” for
short), which define a units’ positions just like the squares
of a chessboard. The map also shows important terrain
such as cities, marshes, forests, mountains, major rivers
and so forth.
The Cards
The cards are a resource that can be used for many purposes including generating Random Events, or discarded
to pay for replacements, rail moves, or launching Counterblows.
Removed
in 1945
(5.5)
[4.0] SEQUENCE OF PLAY
How the Turns Work: Each Game Turn consists primarily
of an Axis Player Turn followed by a Soviet Player Turn.
During each player’s turn, several Phases (e.g., movement
and combat) are conducted in a strict sequence. All actions
in one Phase must be completed before the next Phase begins. Before both players have conducted their respective
Player Turns, a mutual Housekeeping Phase is conducted
to organize things for the coming Game Turn.
My Turn; Your Turn: The player who is currently conducting his Player Turn is called the “Phasing Player.” His opponent is known as the “Non-Phasing Player.”
New Game Turn Housekeeping
A. Advance Game Turn Marker: Advance the Game Turn
marker on the Turn Track or, if the 28th turn was just completed (or possibly the 22nd (see 12.4), the game ends and
the winner is determined.
B. New Game Turn Events Phase: Any Event listed on
the Turn Track for the new Game Turn (i.e., the box the
Game Turn marker was just moved into) is noted and,
if applicable (e.g., a unit removal or VP Event), is also
applied at this time (see 13.5 for a complete listing and
explanations).
C. New Game Turn Victory Phase: If a red-lettered Turn
Event is listed, the Soviets immediately score one Victory
Point (1 VP).
Card
Number
Objective Victory is checked every turn and Sudden Death
Victory is checked on turns denoted by a skull symbol.
During this Phase of Turn 12, the Initiative shifts (12.9).
Axis Event
Axis Player Turn
May only be
played if the
VP marker is
on its “Drang
Nach Osten!”
side (5.3.3)
Soviet
Event
[3.0] SETTING UP THE GAME
1. Card Phase: The Phasing Player must discard down to
two cards and then draws four more cards.
2. Supply Check Phase: Unsupplied markers are placed
on both sides’ units that cannot trace a valid Supply Path
at this time.
3. Organization Phase: The Phasing Player brings on
Reinforcements, takes Replacements, upgrades his units,
and returns his Shattered units to the map.
4. Movement Phase: The Phasing Player may move his
units on the map, including moving them off the map to
the Rail Movement Box.
5. Combat Phase: All Voluntary, and then all Involuntary,
Battles are declared and resolved as per the Battle Sequence
in any order the Phasing Player desires.
Lay out the map between the players. The Axis player sits
along the south edge and the Soviet player on the north
edge. Each player takes a Combat Results Table sheet for
their side (they are also on the map). Then refer to the
separate Scenario booklet, choose a scenario, and follow
its Setup and Special Instructions.
6. Marker/Unit Removal Phase: All units still Unsupplied,
various markers, and Surrendered Axis Allied Army units
are removed from the map.
7. Detraining Phase: The Phasing Player may put his units
in the Rail Movement Box back on the map.
© 2011 GMT Games, LLC
No Retreat!
2nd Edition—Feb. 2012
Soviet Player Turn
The Soviet player becomes the “Phasing Player” and repeats the above seven Phases, in order, that the Axis player
just completed.
[5.0] THE CARDS
Cards are drawn, one by one, during a player’s Card Phase
from a Draw Pile. After their use, played cards are placed
face-up in a Discard Pile. The Draw Pile is reshuffled when
there is only one card left in it (that card is not drawn!),
together with the discard pile; or when instructed to by the
play of certain Events. You cannot examine the Discard Pile
unless instructed to do so by an Event Card.
Appropriate Timing
Events must be played when their corresponding actions
are performed according to the Sequence of Play (4.0).
EXAMPLE: You must play a card that gives you a free unit
upgrade during your own Organization Phase, not during your
opponent’s Combat Phase.
Card play itself is sequential; that is, cards are resolved in the
order that they were played unless they conflict, in which
case the card played last takes precedence.
EXAMPLE: The Axis player wins a crucial battle and plays
his “General Staff” card to add one additional (+1) hex to the
Advance After Combat of all his Attacking units. The Soviet
player then plays his “Rasputitsa” card. Now the Axis Advance
After Combat is limited to only 1 hex.
Had these cards been played in the opposite order, the Axis would
be reduced to a 1 hex Advance from the Soviet card, plus + 1
hex for the Axis card for a total of 2 hexes. Thus, both cards are
applied in the order played.
If both players play a card at the same time, the player
whose side has the Initiative (12.9) decides their play order;
either his card first, or his opponent’s.
Once is Enough: Because cards can be retrieved from the
Discard Pile and reused, this rule applies: The exact same
Event cannot occur twice during a single Player Turn.
[5.1] Discard Step
The Card Phase begins by discarding. A player can only
retain two cards in his hand before drawing, so he must
discard any excess cards in his hand at this time.
[5.2] Draw Step
After discarding (if required) during the Discard Step, a
player draws four cards from the Draw Pile and adds them
to his hand. The following conditions can affect a player’s
per turn Draw Rate (DR):
–1 Soviet Card each if the Axis controls Moscow OR the
Caucasus oil field (along the southeast map edge).
–1 German Card if the Soviets control the Rumanian oil
field (near Bucharest).
[5.2.1] The Two-Front War: Also, the Axis player must
discard one card of his choice at the end of the Draw Step
during Red Game Turn Events (13.4). Ex: Discard one card
on Turn #14 (Italy Invaded). As a memory aid, you can put
an Axis round control marker on the Map’s turn track on
those “Red Event” Turns.
DESIGN NOTE: During the Campaign the Western Allies menace was becoming increasingly serious, forcing the Germans to
divert more and more ressources away from the Russian Front.
[5.3] Events
The cards have text above and below a bold line. The text
above the line with the Gray headline are Events playable
by the Axis player only, while the Events below the line
with the red headline are only playable by the Soviet player.
Thus, the effect of each card is different depending upon
who has it in his hand. Once played, cards are discarded.
[5.3.1] Event Effects: Events describe their exact timing
and use on the cards themselves. When not specified, that
Event may be performed at any time.
[5.3.2] Event Precedence: When there is a conflict between
Event text and the Rules, the Event text takes precedence.
[5.3.3] Initiative Events: Events with a German cross
(Balkenkreuz) symbol can only be played if the VP marker
is on its “Drang Nach Osten!” side (German initiative).
Events with a Soviet Star symbol can only be played
while the VP marker is on its “Na Berlin!” side (Soviet
Initiative).
All other Events (i.e., those without either of these symbols)
may be played throughout the entire game.
[5.3.4] Movement Events: Each unit can benefit from only
one positive movement-affecting event card per playerturn (ex: Panzerblitz! , Surprise Attack, etc).
[5.4] Other Card Uses
Besides their use in triggering Events, cards may be spent
(discarded) to pay for Replacements, additional Rail Moves,
recovery from Disorganization, and to launch Counterblows during the Enemy Player’s Combat Phase.
[5.5] 1945 Cards
Some cards have a Red-barred “45” number in the upper
left corner: these will be removed from the deck in 1945,
and replaced by the Green-circled “45” cards. The Greencircled “45” cards are not put in the deck before Turn 23,
Jan 1945. Add those cards to the deck during the Na Berlin!
(On to Berlin!) Setup Procedure:
© 2011 GMT Games, LLC
No Retreat!
2nd Edition—Feb. 2012
On to Berlin! Setup Procedure
During the Housekeeping Phase at the start of Turn 23
(January, 1945), perform all of the following in order:
1. Out With the Old: Each player sorts through the cards
in his hand and the respective Draw and Discard Piles and
removes from play all of the Red-barred “45” cards. Set them
aside, they are no longer in play.
2. In With the New: Shuffle together the now purged Draw
Pile, Discard Pile and the Green-circled “45” cards to form
a new Draw Pile.
3. As You Were: Play then continues. The Axis player will
conduct a normal Card Phase at the start of his turn.
[6.0] SUPPLY
During this Phase, both players check the supply status of
each of their on-map units. The Phasing Player’s units are
checked first followed by the Non-phasing Player’s units.
The timing can be important as unsupplied units lose their ZOCs
immediately when marked; see 6.4.
[6.1] Supply Sources & Overland Supply Path
A unit is in supply if it is able to trace a valid Supply Path
to a friendly supplied City hex or to a friendly map edge.
A Supply Path is traced from the unit requiring supply no
more than four hexes in length (i.e., no more than three
intervening hexes) to the Supply Source.
Cities and Supply: A City hex is “friendly” if a friendly
unit was the last to enter or pass through it, or it began
that scenario as a friendly supplied City hex. A City hex is
supplied if it is able to trace a valid Supply Path of unlimited
length from itself to a friendly map edge. A “friendly map
edge” is the west (dark gray) edge for the Axis, and the
east and south (red) edges for Russians. The path from a
city must be in a Westerly direction only for the Axis (West,
Southwest and Northwest), and an Easterly direction only
for the Soviets (East, Southeast and Northeast).
EXAMPLE OF SUPPLY: The German 16th Army can trace a
valid Overland Supply Path four hexes back to Riga, an Axisfriendly city (6.1); this Supply Path must be traced across a
Prohibited hexside at Lake Peipus, which is permitted (6.3).
The (one-step) German 18th Army can trace its Supply Path to
the 16th Army (an adjacent supplied unit is an Alternate Supply
Source if it can trace an Overland Supply Path, as per 6.2).
With Smolensk cut off from the Axis, the German 4th Panzer
Army cannot trace a valid Supply Path (as shown by the yellow arrows) and so is tagged with an Unsupplied marker. It
can’t trace through the 18th Army in a ‘chain’ back to the 16th
Army, as the 18th Army does not, itself, have an Overland
Supply Path.
The Soviet Kalinin Front can trace an Overland Supply Path
directly to the eastern map edge (denoted by the red border).
Note that the Axis Finnish Army projects no Zone of Control
to hinder that Supply Path as it is a Fortress unit.
Leningrad can also trace an Overland Supply Path: its first
hex would be through Lake Ladoga (again, a Supply Path can
be traced across and through Prohibited hexes, including this
large Lake hex), and its second hex through the one occupied
by the Kalinin Front (since friendly units negateEZOCs for the
purposes of tracing a Supply Path; 6.3), and from there along the
same route as the Kalinin Front traced its Supply Path.
[6.2] Alternate Supply Sources
There are three types of Alternate Supply Sources: Seas,
adjacent friendly units that have an Overland Supply
Path, and Minor Countries. Units that use an Alternate
Supply Source are in supply, but these do not constitute
an Overland Supply Path.
Seas as a Supply Source
DESIGN NOTE: The exclusive directions simulate each side’s
“Rail Net” capabilities.
Direct Supply: A unit can also trace a Supply Path of no
more than four hexes directly from itself to a friendly
map edge.
A unit on a coastal hex can use the sea as a Supply Source.
Units cannot trace to a sea—they must be on the coastal
hex. The following restrictions apply:
Caspian Sea: Russian units only.
Baltic Sea: Russian units may only use the Baltic Sea if
Leningrad is Russian controlled and Supplied. Axis units
may always use the Baltic Sea.
Black Sea: Useable by both sides. Note that the Sea of Azov
is not a Supply Source for either side.
© 2011 GMT Games, LLC
No Retreat!
2nd Edition—Feb. 2012
Adjacent Units that have an Overland Supply Path
An adjacent friendly unit that can, itself, trace an Overland
Supply Path (6.1), can serve as a Supply Source.
Minor Countr y Supply Source
The Finnish unit is always in supply in Finland and the
Yugoslav units are in supply in the two Balkans areas.
[6.3] Blocking Supply Paths
A Supply Path is always blocked by enemy units, enemycontrolled cities, or the Finland or Balkans areas.
Enemy Zones of Control (see 8.5) also block Supply Paths
unless there is a friendly unit in that hex. That is, friendly
units negate Enemy Zones of Control for the purposes of
tracing a Supply Path. Areas (Finland, Balkans) or enemycontrolled Cities, always block Supply Paths.
Note that Prohibited terrain (Lake hexes and hexsides)
does not block Supply Paths.
[7.0] ORGANIZATION
In this Phase, the following Steps must be performed in
order:
A. Flip Step: Educate and Improve units
B. Placement Step: Reinforce, Replace and Recover units
C. Reorganization Step: Pay to remove Disorganization
markers
A. The Flip Step
Important: Only units that can trace an Overland Supply
Path (6.1) may be Improved (7.1) or Upgraded (7.2).
[7.1] Improving Reduced-Strength Units to
Full-Strength
Only two-step units currently on the map on their reduced
side can be Improved (flipped over) to their full-strength
side. The following cost is incurred for each unit:
•The Axis player must discard two cards for each Improvement (exception: SS units cost one card, see 14.5
& 14.6).
[6.4] Unsupplied Markers
When a unit is found to be Unsupplied during
the Supply Phase, place an Unsupplied marker
on it to denote its precarious status.
DESIGN NOTE: It is ‘cheaper’ to Replace (7.9) an eliminated
German Army than to Improve one.
[6.5] Unsupplied Effects
A unit with an Unsupplied marker is thus affected:
[6.5.1] Organization: See 7.0.A: Ineligible for The Flip
Step.
[6.5.2] Movement: Its Movement Allowance is reduced to
a maximum of 3 MPs and it cannot entrain (9.1).
[6.5.3] No Zone of Control: It loses its Zone of Control for
all purposes.
[6.5.4] Combat: It never receives an Armor Bonus when
attacking (10.6.3), cannot conduct a Multi-Hex Advance
(10.8.1), awards units attacking its hex two shifts to the right
on the CRT and, if eliminated is placed in the Surrendered
Units Box (10.7.1).
DESIGN NOTE: There is no penalty for attacking “Out of
Supply”—only for defending. Because of the structure of the
Sequence of Play you get one turn to get out of the pocket your
opponent created!
[6.5.5] Events: Certain Events apply only to Supplied forces.
This means the unit or, if more than one unit is involved,
at least one unit on the receiving side, must not have an
Unsupplied marker on it.
[6.5.6] Removal: Units that remain Unsupplied are eliminated during the Removal Phase (as per 11.1).
•The Soviet player must discard only one card for each
Improvement. (Exception: Shock units, see 14.7).
Important: this rule applies to Soviet units only on or
after Turn 17 (see 7.3); prior to that, all Non-Fortress
Soviet units have only one step, and as such CANNOT
be improved.
[7.2] Free Soviet Upgrades (Turns 6+):
[7.2.0] Soviet “Education” (Turns 6+): Starting on Turn 6, the Soviet player can Upgrade
one unit for free (i.e., no card cost) per Soviet
Organization Phase. An upgraded Soviet unit
is flipped to its stronger, red-colored side.
[7.2.1] Soviet “Experience” (Turns 13-17): From turns 13 to
Turn 17, the Soviet player can Upgrade one additional unit
for free per Soviet Organization Phase (for a total of two).
[7.2.2] Upgraded, but Brittle: Even after Upgrading, those
stronger (red) Russian units still have only one step until
Turn 17, when they become 2-step units (see 7.3, below).
Thus, as Upgraded one-step units, when they are eliminated, they are placed in the Destroyed or Unsupplied boxes
on their red (one-step) side and will return, when replaced,
on that same side. However, they are considered two-step
counters for removal to the Surrendered Holding Box (see
rules 10.7.1 and 11.1).
[7.3] Strong and Robust (Turns 17+):
Starting on Turn 17, Soviet units cease to be “brittle”
(one-step units as per 7.2.2) and become “robust” (two© 2011 GMT Games, LLC
No Retreat!
2nd Edition—Feb. 2012
step) units with a (red) full-strength side and a (brown)
reduced-strength side. They can now be “improved” (see
[7.1] above).
DESIGN NOTE: Thus, on Turn 17, Russians begin to function
much like Axis multi-step units. As per Rule 7.9.2, however,
this means a brittle (red) one-step red unit that is eliminated on
Turn 16 would be replaced on its one-step brown side on Turn
17. Raising it back to full-strength can be done on the following
turn’s Flip Step.
[7.4] One-Step Units
Most Axis Allied armies and all Cadre units
have only one step (see 14.2 and 14.9).
[7.8] Receiving Reinforcements
Players receive units as Reinforcements on their indicated
Game Turn (i.e., their Reinforcement Number). Place Reinforcements as per 7.6, above.
[7.9] Replacement of Destroyed and
Surrendered Units
To take a unit from the Destroyed Unit Box and return it to
the map (as per 7.6), the owning player must pay (discard)
one card from his hand for each Replacement so taken.
Exception: Soviet Shock Armies who cost two cards.
From the Surrendered Units Box, the owning player must
discard two cards from his hand for each Replacement .
[7.5] Fortress Conversion
It is also during his friendly Flip Step that the Soviet player
may convert (flip) his one-step Regional infantry units into
a two-step Fortified infantry units regardless of their supply status, at a cost of one card discard. There is no reward
or penalty for this reversion.
B. The Placement Step
[7.6] Unit Placement
Reinforcement, Replacement, and Recovering units are
brought onto the map and placed at no MP cost. No units
can be placed in Enemy Zones of Control (8.5), except for
Soviet units placed in Cities, as follows:
•Axis units are placed in Cities in Greater Germany, not in
EZOCs, and can trace an Overland Supply Path (6.1).
In addition, Recovering (shattered) Axis units may also
be placed in any Axis controlled City in the USSR not in
EZOCs, which can trace a Supply Path, or on any west
map edge hex in Greater Germany not in an Enemy Zone
of Control.
•Soviet units are placed in any Soviet controlled City
that can trace a Supply Path (see 6.1) even in EZOCs, or
on any east or south map edge hex in Russia not in an
Enemy Zone of Control.
•In addition, Recovering (shattered) Soviet units may
also be placed in any Soviet controlled City inside
Greater Germany that can trace a Supply Path, and not
in EZOCs.
[7.7] Recovery of Shattered Units
All friendly units in the Shattered Units Box
are returned to the map for free. Place Disorganized markers on them to denote that they
cannot attack (as per 10.1.1), (Exception: see
14.9.4 Cadre replacement Location).
Note that a Recovering unit returns to the map on the same
strength-side that it was removed on. Thus, a full-strength
two-step unit Recovers as a two-step unit.
When placing a unit on the map from either of these
boxes, place a Disorganized marker on the unit to denote
that it cannot voluntarily attack in that player’s ensuing
Combat Phase, (Exception: see 14.9.4 Cadre replacement
Location).
DESIGN NOTE: Unsupplied unit losses usually cost more to
replace and also count as VPs for the other player (12.7).
[7.9.1] Axis Replacement Restriction: Except for the play of
certain Event cards, the Axis player cannot improve units,
or replace destroyed or surrendered units prior to Turn 5
(as per the Turn Track).
DESIGN NOTE: Prepared only for a quick Blitzkrieg victory in
Russia, the Axis had to retool their efforts for a longer fight.
[7.9.2] Reduced-Strength: Two-step units always return
to the map on their reduced-strength side when brought
back as Replacements.
C. The Reorganization Step
[7.10] Reorganization
Disorganized markers will be removed from newly placed
units for free later in the turn during the Marker Removal
Phase (11.2). If the player wishes to make Disorganized
units combat-ready immediately, he discards one card at
this time for each Disorganized marker so removed.
[8.0] MOVEMENT
Procedure
A player may move none, some or all of his non-fort (i.e.,
“mobile”) units through any combination of hexes up to
the limit of their printed Movement Allowance, paying the
appropriate Movement Point (MP) cost to enter each hex.
Units move one at a time, hex by hex, in any direction or
combination of directions that the player desires. A unit
may continue moving until it has either expended all of
its MPs, moves in an enemy ZOC, or the player simply
desires to stop moving it.
A player may not move any of the opposing player’s units.
No enemy movement is allowed during your turn except
© 2011 GMT Games, LLC
No Retreat!
2nd Edition—Feb. 2012
as a result of combat or through the play of certain Event
cards.
[8.1] A Unit’s Movement Allowance
A unit cannot exceed its Movement Allowance during its
Movement Phase except as permitted by an Event card.
Units may not transfer MPs between units or carry them
over between Game Turns.
[8.2] Weather Effects on Movement
On Mud Game Turns (see the Turn Track) all units with a
Movement Allowance greater than 3 have their Movement
Allowance reduced to 3.
On Snow Game Turns, all units with a Movement Allowance greater than 4 have their Movement Allowance
reduced to 4.
[8.3] Terrain Effects on Movement
EXAMPLE OF MOVEMENT: It is the Axis Movement Phase
of Turn 4 (a Snow Game Turn reducing the MA of all units to
4). During the preceding Supply Check Phase, it was discovered
that all of the units shown were in supply.
Despite the bad weather, the Axis player decides to conduct an
attack against the Kalinin Front unit and try to eliminate it while
it is surrounded (by Axis units and ZOCs).
Counting his units’ Combat Strengths, the Axis player determines that if he can reposition the 16th, 9th, and 4th Panzer
Armies, he’ll be able to muster a potential 15 to 4 (3:1) attack.
A) First he moves the 9th Army through the Forest hexes. The
movement arrows and circled numbers indicate how many MPs
were spent to move that far. Remember, it costs +1 MP to leave
an EZOC (8.5.2).
B) This allows the 4th Panzer Army to move into that same hex
because now there is a friendly unit in it; so the 4th Panzer Army
deftly moves directly from one EZOC to another (8.5.3). It must
stop immediately upon entering that hex (because it entered an
EZOC), and expends 3 MPs to get there (1 to leave the EZOC
plus 2 to enter the adjacent Forest hex). Notice that moving his
units in the proper sequence was important!
C) The Axis player moves the 16th Army next and has a couple
of options. It could move forward onto the one-step 18th Army
for one Movement Point (the Fort has no ZOC remember), but
there its position could become tenuous, because there’s always
the danger that the Soviet player could flip the Fortified unit to
its Regional side—this would suddenly give it a Zone of Control
and would thus enable it to cut off supply to that hex. So the Axis
player takes the path through the Marsh (for 2 MPs) and into
the Forest instead. The one-step Axis 18th Army is just going
to have to fend for itself. Notice how most of the Axis movement
is made around EZOC hexes and not through them.
The basic cost to enter a Clear hex is 1 MP. The cost to enter
other hexes can be higher, as listed on the Terrain Effects
Chart (TEC). Unlike in many other wargames, it costs no
extra MPs to cross river hexsides.
When a unit does not have sufficient MPs left to pay the cost
to enter a given hex, it cannot do so. Exception: A unit that
has a Movement Allowance greater than zero can always
move one hex regardless of terrain or other costs. Rules
regarding Enemy Zones of Control (8.5.3) and Prohibited
hexes and hexsides still apply.
[8.4] Stacking Effects on Movement
Friendly units can never enter hexes containing enemy
units. Within the confines of other movement rules (e.g.,
terrain costs, ZOCs), friendly units may freely enter and
pass through hexes containing other friendly units. When
more than one friendly unit remains in a hex at the end of
any Phase, Step or Battle, it is called “stacking.”
[8.4.1] Stacking Limits: The Axis may stack up to two units
per hex. The Soviets can have only one unit per hex until
Turn 11 (when they get their Tank Advance Bonus (10.8.2
& 13.5)): at that time they can stack the “Tank” units with
any other unit, but not with Fortifications; then in 1945
they can stack any two units per hex.
[8.4.2] Units Only: Only units count for stacking, not informational markers.
[8.4.3] Overstacking Penalty: At the end of any Phase or
Battle, the owning player must put any excess units of his
choice from that hex into the Shattered Units Box until
it conforms to the stacking limit (8.4.3), Unsupplied and
Fortified units are put in the Destroyed Units Box.
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No Retreat!
2nd Edition—Feb. 2012
There are no hexes in these areas, so consider each of the
Balkans areas as one huge “Open” hex that is adjacent to
many hexes in Greater Germany (akin to Finland, as per
8.6). Normal stacking rules apply inside each of these areas,
and normal Zone of Control rules apply. Russian units can
freely enter Yugoslavia as it’s a Soviet Ally. Supply cannot
be traced through Yugoslavia.
[8.5] Zones of Control
(ZOCs)
The six hexes on the map adjacent to a unit are called that
unit’s Zone of Control (abbreviated “ZOC”). Markers, Unsupplied units and units with
parenthesized strengths never
possess a ZOC.
DESIGN NOTE: This Zone of Control represents that area
outside the hex a unit physically occupies that it can control by
virtue of its size, mobility, and projection of firepower.
The ZOCs of friendly units in no way hinder other friendly
units, but they do restrict enemy units. A hex where an enemy unit exerts a ZOC is called an “enemy controlled hex”
or a hex in an “Enemy Zone of Control” (or “EZOC”).
ZOCs do not extend across Sea/Lake hexsides.
[8.5.1] Stops Movement: A unit must cease its movement
for that turn the moment it enters an EZOC, regardless of
how many MPs it might have remaining.
[8.5.2] Exit an EZOC: If a unit begins the Movement Phase
of its turn in an EZOC, it may exit that hex at a cost of
one additional Movement Point (+1 MP) and continue
moving.
[8.5.3] No Infiltration: Units cannot move directly from
one hex in an EZOC to another, unless the hex being entered
is also occupied by a friendly unit (where it must still stop
as per 8.5.1). Otherwise, a unit must first leave an EZOC
by way of a hex that isn’t in an EZOC and then continue
moving.
[8.5.4] Negating EZOCs: In addition to allowing some limited infiltration movement (8.5.3), the presence of a friendly
unit negates an enemy-controlled hex for the purposes of
tracing a Supply Path (6.3) or when Retreating (10.7.5).
[8.6] Finland
German, Finnish and Soviet units can enter Finland. There
are no hexes in Finland, so consider the entire country as
one huge hex that’s adjacent to many hexes in Russia. Normal stacking rules apply inside Finland, and normal Zone
of Control rules apply to and from. Thus, Russian units in
the three hexes adjacent to Finland can all join together to
attack it. German units (only) can freely enter Finland as it’s
an Axis Ally. Supply cannot be traced through Finland.
See the movement examples in the Reference Booklet illustrating
much of Rule 8.
[8.7] Yugoslavia
Only German and Yugoslavian units can enter the Western
or Southern Balkans, but no earlier than the Game Turn after
the Soviets capture the Romanian Oil Fields hex (13.5).
[9.0] RAIL MOVEMENT
During his regular Movement Phase, the player can
“Entrain” his mobile (i.e., non-fort) units and place them
in the Rail Movement Box. He can “Detrain” them (i.e.,
relocate back to the map) during a friendly Rail Movement Phase.
[9.1] Entraining
One friendly supplied unit per Movement Phase may be
simply picked up for free and placed in the Rail Movement Box (“Entrained”) in lieu of any other movement
that turn (if in a surrounded port consider this a “Sea
Evacuation”).
[9.1.1] Additional Rail Movement: A player can also Entrain additional friendly supplied units during his Movement Phase at a cost of discarding one card for each.
[9.1.2] Rail Capacity: Each player can have a maximum of
three units in the Rail Movement Box.
[9.1.3] Rail Disruption: During Turns 1 and 2, The Axis
cannot do any Rail Moves, and no additional Rail Movement capacity may be purchased by the Soviets.
DESIGN NOTE: For the Axis, this reflects the trouble they had
in converting Russian rail lines to European standard gauge
and advancing over Russia’s poor roads. For the Soviets, this
represents the huge amount of transport capacity siphoned off
evacuating workers and factories to Siberia, in addition to the
initial chaos caused by the enemy’s invasion.
[9.2] Detraining
During the player’s Detraining Phase (at the end of his
turn), he may bring none, any or all of his units in the
Rail Movement Box back onto the map. (Units in the Rail
Movement Box can remain there indefinitely.)
When “Detrained,” each unit is placed in either:
•A friendly City hex not captured this player-turn, that
can trace a Overland Supply Path (even in an Enemy
ZOC), or
•Any hex that is not an Enemy Controlled City, adjacent
to one, or in an EZOC, and can trace an Overland Supply Path of three hexes maximum (i.e., no more than two
intervening hexes) to a friendly Supplied City or friendly
map edge.
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[10.0] COMBAT
During a friendly Combat Phase, each unit may participate
in an attack against an adjacent hex that is occupied by
enemy forces. When a player initiates an attack between
adjacent units, it results in a battle (i.e., completing all of the
Steps in the Battle Procedure). Throw the die, and consult
the appropriate player’s CRT to resolve battles.
The player who is initiating an attack is called the “attacker” and his opponent is called the “defender” in that
battle (regardless of the overall situation).
•Designate Counterblow target hexes with a Counterblow
marker.
•Hexes containing a Target marker may not be selected
for a Counterblow.
•Any of the Phasing Player’s adjacent units can respond to
a Counterblow, including Disorganized units and those
with white Combat Strengths.
•Units in Counterblow target hexes receive no beneficial terrain combat modifiers (i.e., combat shifts) when attacked by
the Phasing Player; but Weather combat shifts do apply.
A Combat Phase begins with the Phasing, and then the
Non-phasing Player declaring all of the hexes that will be
attacked, followed by each battle’s resolution.
DESIGN NOTE: Why pay to have your units attacked and forego
terrain advantages? Opportunity or desperation—you may have
unsupplied units trying to break out, want to draw off units from
a nearby attack, or seek to punish a weak unit that ventured too
close (in hopes of seeing a CA combat result).
[10.1] Declaring All Battles
[10.2] Order of Combat
Combat Phase Preparation
Before any battles are resolved, both players,
as described below, must declare all targeted
hexes.
Any hex containing forces of the Non-Phasing Player that
is adjacent to one or more hexes containing forces of the
Phasing Player across non-Prohibited hexsides is a possible
“Target Hex”. The attacking player will put a “Target”
marker in each “Target Hex”he wishes to attack. Target
markers cannot be placed in a hex that already contains a
Counterblow marker.
Each player has only five Target/Counterblow markers,
red/black for the Soviets and gray/black for the Axis: this
is a game maximum. Thus a player cannot do more than
five Attacks or Counterblows per Player-Turn (or less if
the Turn’s weather is Long Winter [13.1]).
[10.1.1] Voluntary Attacks Step: The Phasing Player declares first, noting for his opponent all the Target Hexes
that he will voluntarily attack that Phase. The following
units cannot participate in voluntary attacks:
•units with a Disorganized marker
•units with a white Combat Strength (e.g., Fortified infantry or Cadre unit; 15.3).
[10.1.2] Counterblows Step: After
the Phasing Player has declared all
his voluntary attacks, the Non-Phasing Player may declare additional
target hexes that must be attacked by the Phasing Player
that Combat Phase (these are “involuntary attacks” and
are called Counterblows).
•The Non-Phasing Player must discard one card from his
hand for each target hex he so designates.
•You cannot put a counterblow marker on a hex containing
only white-strength units.
•The Non-Phasing Player’s white Combat Strength units
cannot participate in a Counterblow, but will suffer all
the Retreat results.
All declared battles are resolved in any order the Phasing
Player desires. Each battle must be completely resolved
before the next battle begins.
Battle Preparation
[10.3] Combat Conditions
Which units are eligible for combat.
[10.3.1] Attacker’s Prerogative: The Phasing Player decides
which attacking units will attack which Target Hexes, in
any combination he desires, as long as all declared Target
Hexes are attacked.
[10.3.2] Combining Units in a Battle: Attacking units in
two or more hexes may combine their Combat Strengths
and conduct a single battle together. Battles may involve
any number of attacking units and Target Hexes.
[10.3.3] Adjacency: For an attack to be resolved as a single
battle, all of the attacking units must be adjacent to all of
the Target Hexes.
[10.3.4] One Battle Per Unit: No unit may attack more than
once per friendly Combat Phase, and no Target Hex can be
the object of more than one battle per Combat Phase (not
including counter-attack results; see 10.7.2)
[10.3.5] Multi-Unit Attacks: Attacking units in a single
hex may attack one or more Target Hexes in a single battle.
Note that if one or more such units attack, this does not
obligate any of the other Phasing Player’s units stacked
with or adjacent to it to participate.
[10.4] Combat Strength Unity
A given unit’s Combat Strength is unitary; it may not be
divided among different battles during a single Phase.
Units that are stacked together need not participate in the
same battle when one attacks (or Counterattacks; 10.7.2),
but all units in a Target Hex must defend together.
© 2011 GMT Games, LLC
No Retreat!
2nd Edition—Feb. 2012
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[10.5] Steps in a Battle
Battles are conducted via the Battle Procedure. These steps
must be completed for each attack in the exact order listed
below:
Battle Procedure
1. Strength Step: Total the Combat Strengths of (respectively) the attacking units and the defending units.
2. Commitment Step: First, the
attacker (only) may announce his
commitment of one Combat Support (i.e., Blitz! or Shock!) marker to
the battle (if he has one available). Then the attacker, followed by the defender, may each play one Event card that
is used during a battle, before the die is rolled. Note that
the defender makes his decision after the attacker, with full
knowledge of the attacker’s commitment decisions.
3. Initial Odds Column Step: Divide the attacker’s strength
by the defender’s strength and express this as an odds ratio
(attacker to defender). Round this odds ratio off downward
to conform to one of the odds ratio columns found on the
CRT. This will be the “Initial Odds Column.”
EXAMPLE: 12 Strength Points attack 9; the ratio is 1.33 to 1,
which rounds down to a simple 1:1. If the attacker could have
mustered 14 vs. 9, the odds ratio would have been 3:2. This
simple odds ratio determines the Initial Odds Column used on
the attacker’s CRT.
4. Final Odds Column Step: “Shift” the Initial Odds Column (determined above) for the effects of terrain, weather,
Support markers, armor, or Event card(s) for that battle
to determine the Final Odds Column used. All effects are
cumulative and only the net shift is applied.
EXAMPLE: A 2-1 with three shifts right and one shift left
would be a 4-1.
5. Attacker Rolls Step: The attacking player rolls a 6-sided
die and cross-indexes its result with the Final Odds Column
to obtain the Combat Result.
6. Apply Result Step. With the Combat Result known, it is
now applied. This might result in repeating the above steps
due to a Counterattack, a unit step loss or removal by either
side, or a Retreat followed by an Advance After Combat.
[10.6] Combat Odds Shifts
When adjusting to find the Final Odds Column (per Step
4, above), the following cases apply:
[10.6.1] Terrain Effects: The shifts caused due to terrain
effects are based upon the defender’s hex or if all units
attack across the hexsides listed on the TEC.
The “Objective hexside” defensive combat bonus applies
ONLY for the unit in the Objective hex itself.
If more than one hex is attacked in the same Combat, the
defender choses one that will be used for the TEC effects.
EXAMPLE OF COMBAT: The German 6th Army in Stalingrad
is being attacked by the Russian 3rd Tank Army and 2nd Ukraine
Front during a Snow Game Turn. The Russians commit a Shock!
marker to the battle, and neither player commits any cards.
The Initial Ratio is 12:3, which reduces down to exactly the 4:1
odds column on the Soviet CRT. During the Final Odds Step
(#4), shifts occur as follows:
The attacker committed a Combat Support marker to the battle
(1R). The defender’s force is located in a City hex (1L) and across
Objective hexsides (1L).
Note, because all of the attacking units are also attacking across
River hexsides, this would normally cause another (third) shift
to the left. But as it is a Snow Game Turn, for combat purposes the rivers essentially ‘disappear,’ and so do not provide
a combat shift.
The net effect will see this 4:1 odds battle shifted one column to
the left, thus being rolled as a 3:1.
[10.6.2] Support Markers: When available to a player, a
maximum of one Axis Blitz! or Russian Shock! marker may
be committed to a battle when that player is the attacker
(even in a counterattack situation). It provides one shift to
the right. Exception: On the first snow turn of the game (so
Turn 4 or 5), Russian Shock! markers provide two Shifts to
the right (see. 13.1): As a memory aid, put a Soviet control
marker on the Map’s turn track on Turn 4.
•Support markers cannot be used to assist an attack made
exclusively by Unsupplied units.
•Support markers do not remain on the map. They are
returned to the Unused Markers Holding Box after their
use.
•Support markers cannot be carried over from one Game
Turn to another. If not used on the turn they’re received,
they are lost.
[10.6.3] Armor Bonus: When an attacking force includes an armor type unit and it is attacking infantry-type units (except mechanized infantry) in a Clear hex
during a non-Mud Game Turn, the attacker receives one
shift to the right.
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•Armor attacks against other armor or mechanized infantry-type units do not receive this bonus.
•This bonus can only be applied once per battle regardless
of how many armor type units participate in it.
•This bonus only applies when an armor-type unit is the
attacker in a battle, never when it is the defender (but it
does apply when an armor-type unit is in a counterattack
situation).
•This bonus applies during Clear and Snow Game Turns
only.
[10.6.4] Odds Limits: Whenever an initial (before shifting)
or final (after shifting) odds ratio exceeds 6:1, it is treated as
6:1. When the ratio is less than 1:3, an Initial Odds Column
is not established and becomes an automatic CA result, as
do final odds ratios of less than 1:3.
EXAMPLE: 24 Russian Strength Points attack an Axis Allied
unit worth only 2 Strength Points that is in a City hex. The
initial ratio would be 24:2, or 12:1, which becomes a 6:1 (the
maximum column before shifting). That is shifted one to the left
for the defender’s terrain and the attack would be resolved on
the 5:1 column.
[10.7] Explanation of Combat Results
Combat results are listed under each player’s respective
Combat Results Table on the Player Aid Sheets. Applying
those results is explained in more detail below:
BATTLE RESULTS:
- = Indecisive Battle: No Effect
CA = Counterattack: The defender may launch an immediate counterattack. Re-compute the odds; no terrain
modifiers (10.7.2).
CB = Counterblow: The Phasing Player places a Counterblow marker on one of his own units hex currently
attacking. These markers are not removed during that
side’s Marker/Unit Removal Phase, but are instead
resolved as usual during other side’s Combat Phase in
the next Player Turn (10.7.3).
DR = Defender Retreat: Defender retreats his units 2
hexes. Attacking units can Advance After Combat if
the defending units retreated or the hex is completely
vacated by square units after a step loss. There is No
Effect if the Target Hex has a Fort unit in it (10.7.4).
DS = Defender Shattered: Defender retreats his units
two hexes and, if not destroyed, place them in Shattered
Units Box. Attacking units can Advance After Combat
if the defending units retreated or the hex is completely
vacated by square units after a step losses. (Treat this
result as an EX if the Target Hex has a Fort unit in it).
DD = Defender Destroyed: Defender retreats his units
two hexes and each defending unit loses one step. If the
Target Hex has a Fort unit in it, the defending units do
not retreat. Attacking units may Advance After Combat
if the defending units retreated or the hex is completely
vacated by square units after step losses.
EX = Exchange: Both sides lose one step. Neither side
Retreats or Advances.
Player Turns could begin with some Counterblow markers
already in place, meaning that either:
A) Those enemy units must be attacked if friendly units
remain adjacent to them during the Combat Phase; or
B) Those adjacent friendly units will have to move away
during their Movement Phase to avoid those Battles:
The Counterblow then has no effect. This can be a big
decision!
[10.7.1] Step Losses: Certain results cause a step loss to be
suffered by the defender (DD) or both sides (EX). When
these occur, a full-strength two-step unit is reduced (flipped
over) to its reduced-strength side, or a unit with only one
step is eliminated (but see rule 14.9 Cadre units). When
there is a choice, the owning player determines which of
his units in that battle suffers a step loss.
Most Eliminated units are placed in the Destroyed Units
Box or, if the unit had an Unsupplied marker on it at the
time of its elimination, it is placed in the Surrendered Units
Box instead. Some one-step units are placed on the Turn
Track when eliminated (for example, most Axis Allies and
all Cadres [14.0]).
[10.7.2] Counterattacks: A CA result means that the defender may treat the battle outcome as “No Effect” and
end it there OR conduct a Counterattack.
If the defender counterattacks, remove any Support marker
and discard played cards for that battle and go back to
Step 1 in the Battle Procedure; i.e., start a brand new battle
repeating all of the Steps. This new battle must include the
exact same units as in the initial battle, only this time, the
counterattacking player becomes the attacker (the other
player is the defender) and no terrain shift modifiers are used
(although other terrain effects that negate armor shifts and
multi-hex advance still apply).
•Unengaged Units: It could happen in such battles that
only some units in a hex are being (counter)attacked,
but not others. That is allowed, however only the
participating units are affected by all combat results; the
“unengaged” units will suffer only the Retreat results.
•A Counterattack can lead to another counterattack, and
so on until some other outcome takes place. They, too,
are conducted as per this rule.
[10.7.3] Counterblows (Involuntary Counterattacks): A
Non-Phasing Player’s Counterblow (10.1.2) requires a
Phasing Player’s involuntary attack in response and is
similar to a regular Counterattack in that the defender (i.e.,
the Non-Phasing Player) receives no terrain shift modifiers,
but:
© 2011 GMT Games, LLC
No Retreat!
2nd Edition—Feb. 2012
•The Phasing Player is the attacker and the Target Hex is
the one denoted by a Counterblow marker (see 10.1.2).
•Disorganized and white Combat Strength units can participate in these Counterblows, but can never Advance
After Combat (10.8) if victorious.
•Remember that a Counterblow called for by the CRT (the
CB result) will be resolved during the next Player-Turn:
you flip the “Target” marker to its Counterblow side, and
place it on one of the Phasing Player’s attacking hexes,
owner’s choice; even if during a Counterattack (CA).
DESIGN NOTE: Counterblows placed by card discards are
“Diversions” made by the defender, forcing the Phasing Player
13
to attack. While those placed by a “CB” result on the Combat
Table (thus resolved next turn) are partial advances made by the
attacker, that will force the other player to either retreat, or deal
with the threat by attacking it.
[10.7.4] Fort Units: When the Target Hex contains a Fortified infantry unit, these outcomes are changed:
•A DR becomes a No Effect,
•A DS becomes an EX, and
•Ignore the Retreat part of a DD result for all units in the
Target Hex.
[10.7.5] Retreats: When required to retreat, the defender
must move his units two hexes further away from the
Counterattack). A 5 results in another “CB”, so the counter
is again placed on the Axis unit. Note that a Counterblow
marker generated by combat is always placed on the Phasing Player’s units.
The last attack, against the 1st Baltic Front at 1:2 odds (no
defensive terrain in a Counterblow battle), rolls a 1—another “CA”! The Soviet Counterattack results in an “EX”.
The 4th Army is flipped and the 1st Baltic Front is placed
red-side-up in the Destroyed Units Holding Box (as nonFort Soviet units do not have two steps before Turn 17).
Counterblow Combat Result Example
This example of play will help explain both “Counterblow”
occurrences—those placed by the defender in the enemy
Combat Phase, and those placed by a Combat Result.
It’s Spring 1942. The German player is trying to “clean up”
the frontline around Leningrad for a future assault on the
city. He has attacks, one on the Volkhov Front, using the 9th,
16th and 18th Armies; plus another against the Northwest
Front, using the 4th Army and 3rd Panzer. The Russian
player discards a card and puts a Counterblow marker on
his 1st Baltic Front, forcing the enemy to attack it with the
4th Army, thus dispersing the Axis strength (this is a diversionary attack). Note that he cannot put a Counterblow
marker on the Leningrad Front, as this unit has a White
Strength value (rule 10.1.2, 2nd bullet).
The attack on Volkhov is at 3:2 odds, a die roll of 3 results
in a “CB”. The German places a Counterblow marker
on the 9th Army—it will be resolved next turn. Against
the Northwest Army the German player also has a 1:1 (it
would have been 2:1 if not for the Counterblow from the
1st Baltic Front). A die roll of 1 results in a “CA”. Feeling
lucky, the Soviet player attacks back the 3rd Panzer Army
at 1:2 (remember, defensive terrain does not count in a
Above is the situation at the Start of the Soviet Player Turn.
He will have to attack the 2 Axis units with the Counterblow markers if he has any friendly units adjacent to them,
but the defenders will not get the defensive benefits of
terrain, see rule 10.1.2 last bullet. Note that the Leningrad
Fort, even if a white-strength unit, can attack the 9th Army
as the German is below a “Counterblow” counter.
See a defender-generated Counterblow during the opponent Combat Phase as a diversionary/spoiling counter-attack, while a Combat Result table “CB” result as a partial
advance by the Attacker, that must be dealt with by the
“defender” during his own Player’s turn.
© 2011 GMT Games, LLC
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battle (i.e., they cannot zig-zag and end up retreating only
one hex further away), toward a friendly Supply Source if
possible, within these restrictions:
•EXCEPTION: A unit entering Finland (8.6) or Balkans
(8.7) stop there and are considered to have fulfilled their
2-hex retreat.
•Units cannot retreat into hexes containing an enemy unit,
across Prohibited hexsides, or off the map.
•Units cannot retreat into hexes in an EZOC unless there is
a friendly unit in that hex. (Friendly units negate EZOCs
for retreat purposes.)
•Units can pass through and end their retreat stacked with
friendly units, but if an overstacking situation occurs, it
must be resolved (see 8.4.3).
•Retreating expends no MPs; you just count hexes.
Remember, Forts and units stacked with them never retreat;
they ignore the Retreat part of DR and DD results.
immediately upon entering a Mountain, Forest or Marsh
hex. Crossing a River hexside does not stop an Advance
After Combat (see the TEC).
EXAMPLE: If the defender’s just-vacated hex is a Forest hex,
then no multi-hex Advance After Combat can take place. Advancing units would have to stop their advance in that hex.
[10.8.2] Armor Advance Bonus: German Armor-type units
whose Advance After Combat has not been stopped in its
second hex due to terrain considerations may, during Clear
weather turns only, continue on and advance a third hex.
Soviet Armor-type units get this capability starting on Turn
11 (see rule 13.5).
[11.0] MARKER/UNIT REMOVAL
PHASE
If a unit is prohibited from retreating, it is eliminated instead (see 10.7.1).
During the Housekeeping Phase Unsupplied units re-check their
supply status, and surrendered units and markers are removed
from the map.
[10.7.6] Shattered: Units suffering a DS result must retreat
before being removed to the Shattered Units Box. If they are
unable to do so, they are eliminated instead (10.7.1).
[11.1] Resupply or Surrender
[10.8] Advance After Combat
Following the retreat/removal from the map of defending units after the application of a DR, DS, or DD combat
result, if the Target Hex was completely vacated, the attacking (non-Fortified) units may Advance After Combat.
This means that the attacking units may move into the
defender’s newly vacated hex and possibly beyond.
•An Advance After Combat expends no MPs, nor do
EZOCs affect it in any way; you just count the hexes.
•A number of surviving attacking units up to the stacking
limit (8.4.1) can always advance into and remain in a
defending unit’s just-vacated hex.
•Disorganized and white Combat Strength units can never
Advance after Combat (10.7.3).
[10.8.1] Multi-Hex Advance: Although the first hex advanced into must be a Defending unit’s just-vacated hex,
units may further advance a second hex within the following restrictions:
•Units cannot make a multi-hex advance into hexes
containing an enemy unit, across Prohibited hexsides,
off the map, or during Mud.
•Units can pass through and end their multi-hex advance
stacked with friendly units, but if overstacking occurs,
it must be resolved (see 8.4.3).
•Multi-hex advancing units need not follow the Defending units’ retreat path. After occupying the just-vacated
defender’s hex, multi-hex advancing units are free to go
to any adjacent hex that is not otherwise prohibited.
•Important: Units must cease their Advance After Combat
All units with Unsupplied markers trace supply again,
first the Phasing Player’s units and then the Non-Phasing
Player’s. Those that still cannot trace a valid Supply Path
are eliminated (i.e., removed from the map) two-step counters are placed in the Surrendered Units Box (even if there
one step side is currently visible), and one-step counters
follow the instructions on their counter backs. Those that
can now trace a Supply Path remain on the map. Units in
supply at the start of that phase are unaffected.
[11.2] Marker Removal
Remove all Unsupplied, Disorganized (for free, unlike
7.10), Blitz! and Shock! markers from their current locations
and return them to the Unused Markers Holding Box.
[11.3] Removal of Axis Allies
During the New Game Turn Events Phase of Turn 15, the
Italian 8th Army is removed from play (Italy Surrenders).
If a red Russian unit occupies the Rumanian Oil Fields (adjacent to Bucharest), both Rumanian Armies are removed
from play.
[12.0] HOW TO WIN
A Campaign Game of No Retreat! is won through many
different ways:
•capturing and holding Objective hexes (12.1), or
•by gaining VPs for a Sudden Death (12.2), Soviet Total
Victory (12.3) or German Operational Victory (12.4), or
•by Killing Hitler (12.5), or
•if none occurs by the last turn, the Axis player wins.
Scenarios have their own (listed) Victory Conditions.
© 2011 GMT Games, LLC
No Retreat!
2nd Edition—Feb. 2012
[12.1] Objectives Victory
Axis Objectives Victory: During any Victory Phase, when
they have the Initiative (12.9), the Axis win if they control
(12.7.1) and can trace supply (6.0) to three of the five gray
German Objective hexes (e.g., Moscow). When they lose
the Initiative (starting on turn 12), they need to control four
German Objective hexes instead.
Russian Objectives Victory: The Russians win if they
control and can trace supply (6.0) to three of the four red
Soviet Objective hexes (e.g., Berlin).
If both occur on the same turn, the side with the Initiative
wins.
[12.2] Sudden Death Victory
During the New Game Turn Victory Phase of Sudden Death turns (indicated by a skull symbol on
the Turn Track), one player might immediately win. Players check the Victory Point Track and the side with the
Initiative (12.9) immediately wins if it has more VPs than
the number shown by his side’s symbol for the indicated
Game Turn.
EXAMPLE: It is the Victory Phase of Turn 6 and the Axis player
has the Initiative. Finding the “T6” (Turn 6) notation in the “23”
box on the VP Track, the Axis player would win an immediate
Sudden Death Victory if he currently had 24 or more VPs.
During the Victory Phase that begins Turn 12, the Initiative
Event is performed and the Initiative marker is flipped
from its Axis “Drang Nach Osten!” side to its Soviet “Na
Berlin!” side. On this turn, both players check for a Sudden Death Victory; the Axis before the marker is flipped
and the Soviets after it is flipped and the VPs have been
recalculated (see 12.7).
[12.3] Soviet Total Victory!
If the Soviet player has 34 VPs or more during any Victory
Phase he wins the game automatically.
[12.4] German Operational Victory
If neither of the above ways to win has been achieved by
the end of Turn 22, an Operational Victory check is made
at the start of Turn 23.
Compare the box on the VP Track of the Axis “High Tide”
marker (see 12.8) against the current box containing the
“Na Berlin!” VP marker. The result of this comparison is
now used to see if the game continues on into 1945 or not
as follows:
1945 Game Continuation Procedure
If the Axis “High Tide” marker is in the higher value box,
the Axis player wins the game outright and immediately.
If the “Na Berlin!” marker is in an equal or higher value
box, the game continues into 1945. Follow the steps listed
below:
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1. Duration: The game continues into 1945 (Turns 23–28).
2. VP Marker Reset: Reset the Round Event marker to the
VP difference between the Square Soviet “Na Berlin!” and
Axis “High Tide” markers.
3. New Map Only: Only map hexes in Greater Germany
are now worth points towards Sudden Death Victory:
calculate the Square “Na Berlin!” new VP total using only
those hexes.
4. Reset the Event Cards: As per Case 5.5, above.
[12.5] Killing Hitler
If the Russians eliminate the Berlin Garrison
unit, they have killed Hitler and won the
game.
[12.6] End Game
If the Soviets do not win the game at the end of Turn 28,
the Axis player wins.
[12.7] VP Scoring Schedule
Players earn VPs for control of certain hexes and by causing enemy units to surrender. Additionally, VPs can be
awarded by Events. See the maps VP Table for VP specifics.
Note: there are no “Per Turn” cumulative VPs awarded in
this game.
[12.7.1] Controlling VP Hexes: A Victory Point hex is “controlled” by a side if its units were the last to pass through
or occupy it.
[12.7.2] Controlling Finland: the area is controlled if you
have a friendly non-Cadre, non-Axis Minor (including
Finnish) unit inside that country and keep it there. So that
means: 1) eliminating enemy forces in it, 2) occupying that
country, and 3) maintaining that occupation.
[12.7.3] Objective Hexes: Except for the 1 VP from the City
or Oil Fields in them, Objective hexes are worth no extra
additional VPs, but see 12.1.
[12.7.4] VP Markers: The round “Event VP” marker is used
to track the net VPs earned by causing surrenders and VPs
awarded by Events; it can never be higher than 6 VPs (the
excess points are lost). The square (2-sided) VP marker: A)
shows which side has the Initiative (see 12.9), and B) shows
the Overall VPs for the Initiative player (determined by
adding the VPs for controlling hexes to the VPs shown by
the Event VP marker).
[12.7.5] Keep the VP Count Current: It is important to
maintain a current VP count. A full audit should be made
each Victory Phase.
Event/Surrender VPs (Turns 1-28):
+1 VP: for each Non-Initiative player’s unit sent to the
Surrendered Units Box.
–1 VP: for each Initiative player’s unit sent to the Surrendered Units Box.
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2nd Edition—Feb. 2012
+/–1 VP: for each card played as a VP affecting Event.
+ 1 VP (Soviet only): for each Game Turn “other theater”
Event. Example: D-Day, Battle of the Bulge, etc.
On-Map 1941-44 VPs (Turns 1-22):
+1 VP: for each Controlled City or Oil Fields hex on the
whole map.
+1 VP: for Controlling Finland.
On-Map 1945 VPs (Turns 23-28) :
+1 VP: for each Controlled City or Oil Fields hex in Greater
Germany (only).
[12.8] Working the VP Markers
The square VP marker always reflects the current score
of the side with the Initiative. This is an important concept.
When it’s on the Axis side, it reflects only the Axis’ score;
when it’s on the Soviet side it reflects only the Soviets’ score
including the value of the round VP marker!
EXAMPLE: On Turn 5 the Axis have the Initiative. The Soviets retake one of their lost cities (placing a Control marker on
it as a reminder until the VPs are next recalculated, at which
time that Control marker would be removed) and thus gain 1
VP. Since the VP marker currently reflects the Axis’ score, the
Drang Nach Osten! marker is reduced by one box to reflect the
city’s recapture.
The round VP marker is used to
reflect the current net score of VPaffecting Events and the loss of Surrendered units (12.7.4). The value
of the round VP marker added to (or subtracted from) the
VPs earned for controlling hexes should always equal the
total shown on the square VP marker.
EXAMPLE: The Axis has the Initiative on Turn 10. Previous
Event VPs included three red Game Turn Events (–1 Axis VP
each) and two past Soviet Event card plays (–1 Axis VP each).
The Soviets had one previously played Axis Event card that
cost them 1 VP (which, because the Axis has the Initiative, is
computed as +1 Axis VP). Three Russian units have surrendered (+3 Axis VPs, even though two of the units have since
been replaced).
Thus, the round Event VP marker would have recorded –5 VPs
awarded for Soviet Events, +1 VP awarded by Axis Events, and
+3 VPs earned for Soviet surrenders: a –1 total against the Axis
Initiative which would place the marker on its Soviet side in the
“1” box of the VP Track.
If the Axis had 14 VPs for controlling hexes (as determined by
checking the map), then, during the determination of overall
VPs, you would subtract the one (–1) VP shown by the round
Event marker from the VPs awarded for hex control (14 – 1),
bumping the Drang Nach Osten marker down from the 14
box to 13 box.
Victory Points (VPs) & the VP Marker
[12.9] Initiative
The square VP marker has two
sides, an Axis side (“Drang Nach
Osten!” and a Soviet Side (“Na
Berlin!”). The Initiative belongs
to the player whose side of the square the VP marker is
currently face-up.
[12.10] Shifting the Initiative
The Initiative belongs to the Axis through Turn 11. During the Victory Phase of Turn 12, the following things
happen:
•Check to see if the Axis player has won a Sudden Death
Victory (12.2). If not,
•Place the Axis High Tide marker in the box
currently occupied by the Axis VP marker,
then
•If on it’s the German Side, remove the round Events VP
marker from the VP Track as its value is reset to zero (0)
at this time; if on it’s Soviet side it stays as is, then
•Flip the VP marker over to its Soviet side (where the Initiative stays for the rest of the game). Adjust it to reflect the
Soviet player’s current score (12.7) and then check to see if
the Soviet player has won a Sudden Death Victory (12.2).
[13.0] GAME TURN EVENTS
When conducting a Game Turn’s Housekeeping Phase,
Turn Track Events (and other features of interest, such as
the weather, Support marker availability, Sudden Death
Victory check, etc.) are noted (where they have a lasting
effect) or applied (if its effect is an immediate, one-time
occurrence).
[13.1] Weather
To review and summarize the effects of weather:
During Clear Game Turns:
•There are no special effects.
During Mud Game Turns:
•All units have a maximum of 3 MPs.
•There is no Armor Bonus shifts (10.6.3) in combat.
•Multi-hex Advance After Combat (10.8.1) is not permitted (units can only advance into the defender’s vacated
hex).
During Snow Game Turns:
•The German Player Uses the Soviet Combat Table for all
his Attacks.
•On the first Snow turn of the game (it will be Turn 4 or
5), Shock! markers provide two Shifts to the right instead
of the usual one.
© 2011 GMT Games, LLC
No Retreat!
2nd Edition—Feb. 2012
•All units have a maximum of 4 MPs.
•Rivers ‘freeze’ and have no effect (i.e., they provide no
terrain combat shift).
•All Non-Finnish Axis attacks against Russian units suffer
one column shift to the left in the USSR (two on Turn 5).
•Multi-hex Advance After Combat is permitted, but the
Armor Advance Bonus is not (i.e., there is a two hex
Advance After Combat limit).
Long Winter Game Turns: When there are
consecutive Snow turns, the second (and possibly third) turn in a row of Snow is called a
Long Winter turn. Place the Long Winter marker
on the map somewhere as a reminder. Instead of Snow weather,
the effects of Long Winter (below) go into effect for those
Game Turns:
• The German Player Uses the Soviet Combat Table for
all his Attacks.
•There is no Armor Bonus shifts (10.6.3) in combat.
•Multi-Hex Advance After Combat (10.8.1) is not permitted (units can only advance into the defender’s vacated
hex).
•The Axis player can only use three “Target” markers (so
can only do three attacks max).
•All units have a maximum of 4 MPs.
•Rivers ‘freeze’ and have no effect (i.e., they provide no
terrain combat shift).
•All Non-Finnish Axis attacks against Russian units suffer
ONE column shift left in the USSR (two on turn 5).
[13.2] Sudden Death
During the Victory Phase of each Game Turn marked with
a skull symbol, check for Sudden Death Victory (12.2).
[13.3] Support Markers
The Axis player receives a number of Blitz!, and the Soviet
player a number of Shock! markers at the beginning of that
turn as indicated by their symbols on the Turn Track.
EXAMPLE: At the beginning of Turn 5, the Axis player receives 0 Blitz! markers and the Soviet player receives 3 Shock!
markers.
These markers represent superior training, doctrine, tactics
and leadership, plus elements of surprise, air power, artillery
concentrations, logistical support, and so forth.
[13.4] Game Turn Events
During these turns, a major event takes place in another
theater of WW2 and the Russians score 1 VP at the beginning
of that Game Turn during the Victory Phase (as per 12.5).
Also, the Axis player must discard one card of his choice at
the end of the draw step (5.2) during those turns.
[13.5] Game Turn Effects
The text in the Game Turn boxes reflect these effects as
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listed (by Game Turn number) below:
1, 2 – Limited Rail Moves: During Turns 1 and 2, The Axis
cannot do any Rail Moves; and The Soviet cannot purchase
any extra Moves (9.1.3), but he is still allowed to make his
one free Rail Move.
1-4 – No Axis Replacements: During Turns 1 through 4,
the Axis player cannot discard cards in order to Replace
or Improve units (7.1). Only certain Event cards can be
used by the Axis for these purposes during the first four
Game Turns.
3 – Begin Soviet Fortifying: Starting on this turn, and
for the remainder of the game, Soviet (one-step) Regional
infantry units (only) that can trace a Supply Path (6.1) can
be upgraded into (two-step) Fortified infantry units (7.5).
On this turn if the Sevastopol Regional unit is set-up in
Sevastopol, it arrives on its red Fortress side.
Other Soviet units can’t be upgraded before Turn 6, nor
become two-step units before Turn 17.
Thus you can always pay a card to upgrade them; or use one of
the free improvements starting on turn 6.
5 – Begin German Replacements: The Axis player can
commence discarding cards to Replace or Improve his
units during his Organization Phase (7.0).
5 – Two Shift Penalty vs. Soviets: This Snow Weather Turn,
the Axis player loses two shifts to the left when attacking
Soviet units instead of the usual one.
6 – Begin One Free Soviet Upgrade: From this Organization Phase onwards, the Soviet player receives one free
unit upgrade (“Education”) per turn (7.2).
8-9 – Germans +1 Card: During his Card Phase, the Axis
player receives one extra Event card (for those turns
only).
11 – Soviets get the Tank Advance Bonus: During his
Player-Turn, the Soviet Tank units start getting the Armor
Advance Bonus (10.8.2).
11 – Soviets Tanks Stacking: During his Player-Turn, the
Soviet Tank units can start stacking with other units except
Fortifications (8.4.1).
12 – Na Berlin!: During the Victory Phase, the Initiative
shifts to the Soviets (12.10).
13 - Begin Two Free Soviet Upgrades: From this Organization Phase onwards, the Soviet player receives a second free
(“Experience”) unit upgrade per turn (7.2.1).
15 – Remove the Italian 8th Army: Regardless of its location, this unit is immediately picked up and removed from
play (see 11.3). If it has been eliminated or is currently not
in Supply (trace now), the Axis player loses one Card Draw
this turn. Italy just surrendered to the Allies!
16 – Remove the 2nd Panzer Army: Regardless of its loca-
© 2011 GMT Games, LLC
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No Retreat!
2nd Edition—Feb. 2012
tion, this unit is immediately picked up and removed from
play. If it has been eliminated or is currently not in Supply,
the Axis player loses one Card Draw this turn.
17 – Soviet Units Have Two Steps: All Soviet units (exception: the Ostatky and Fortified Front units) now have two
steps (7.3).
18 – Remove the SS Panzer Army: Regardless of its location, this unit is immediately picked up and removed from
play. If it has been eliminated or is currently not in Supply,
the Axis player loses one Card Draw this turn.
18 – Stop Soviet Upgrades: Soviet units cease to have
“Experience” Upgrades (7.2.1), they do continue to get
“Education” (7.2.0).
20 – Germans only 3 Targets: Starting now, the Axis player
can only use three Target markers per turn (instead of the
regular five).
21 – Soviets get one extra Card: Starting now, the Soviet
player get one extra Card Draw per Card Phase until the
end of the game.
23 – Begin Soviet Stacking: The Soviet can now stack any
two of their units per hex.
23 – Reich Defenses: The Berlin Garrison and Volkssturm
units appear on their indicated Cities as Reinforcements.
The Axis player will draw only one Event card this turn.
Be mindful of the Stacking Limit (8.4).
23+ – SS Panzer Return: The SS Panzer unit removed on
Turn 18 can reappear as a full-strength (two step) German
reinforcement unit on a 1945 Game Turn at the cost of 2 VPs,
payable during the Axis Organization Phase.
24 – End German Improvement: The Germans can no
longer improve their units (7.1) for the rest of the game.
26 – Germans only one Target: Starting now the Axis
player can only use one Target marker per turn.
28 – Remove Berlin Garrison: Remove the German “Berlin
Garrison” from the game; it is not considered eliminated
by the Soviets.
GG – Greater Germany Invaded: The turn after a Red Soviet unit crosses the borderline between Russia and Greater
Germany/Rumania, the German units designated as “GG”
Reinforcements appears in any city in Greater Germany.
Be mindful of the Stacking Limit (8.4).
The two Hungarian “GG” Reinforcement
units are placed in empty, Axis-controlled
hexes that can trace an Overland Supply Path
and are within four hexes of Budapest.
Oil – Ploesti Captured: The turn after the Soviets first
control the Rumanian Oil Fields hex, Rumania surrenders
and non-SS German Panzer units lose their Armor (10.6.3)
and Advance (10.8.2) bonuses. Also, the units designated
as “Oil” Reinforcements enter play and are placed by their
controlling player thus:
•The German Group E and F
units are placed in empty, Axiscontrolled hexes that can trace
an Overland Supply Path and
are within four hexes of Bucharest and/or inside the
Western Balkans area (only, not in Southern Balkans).
Be mindful of the Stacking Limit (8.4).
•The Soviet-Allied Rumanian unit is placed
on its (one step) reduced-strength side in an
empty, Soviet-controlled hex that can trace
an Overland Supply Path and is within two
hexes of that Oil Fields hex.
•The two Yugoslavian armies are placed on
their Fortress sides, separately or together,
in the Western and/or Southern Balkans
areas.
Note that the Axis player can position his units in such a manner
that one of these Yugoslavian armies must arrive in an untenable
stacking situation and thus be immediately eliminated; this is
intentional and allowed.
Warsaw – Poland ‘Liberated:’ The turn after
the Soviets first control Warsaw, the one step
Soviet-Allied Polish unit is placed in an
empty hex that can trace an Overland Supply
Path and is within two hexes of Warsaw.
[14.0] SPECIAL UNITS/RULES
To review and summarize the effects of some special units
and unit types:
[14.1] Regional / Fortified Units
Regional Infantry units can be
upgraded in the normal way (7.1)
to two-step Fortified units starting on Game Turn 3 (13.5). They
can revert back to their one-step
Regional Infantry side either by taking a step loss in
combat or through voluntary reversion during the Soviet
Organization Phase (7.5).
•Fortified units cannot voluntarily attack (10.1.1), but
they can use their Combat Strength for a Counterblow
(10.1.2).
•Fortified units do not suffer the effects of any Retreat
outcomes called for in combat (even ones that suffered
a step loss in that battle and are now suddenly Regional
Infantry units).
• The Finnish unit has two-steps, remains
Fortified at both step levels, can never move
out or retreat out of Finland, and is always
in supply there (only).
© 2011 GMT Games, LLC
No Retreat!
2nd Edition—Feb. 2012
•The German Fortified Units are permanently removed
from the game when eliminated (as stated on their reverse
sides). They must always take the first loss in combat.
[14.2] Axis Allies
Except for the Finnish unit, Axis Allied units only have one
step. Some units are removed from play when:
•Italy surrenders on Turn 15 (11.3).
•Rumania surrenders when a Russian unit enters the Oil
Fields hex in Rumania (11.3).
•Hungarian units will fight until the end.
19
•This unit always receives a one column shift to the left
when defending (only).
•Unless attacking with the SS Panzer unit, this unit must
take any required step loss in combat whether attacking
or defending.
•Cost one card to flip to its front side.
[14.7] Russian Shock Units
These two units represent a concentration of
assault troops and artillery.
Note that this means that these units do not go into the Surrendered Units Box, nor does it score the opponent 1 VP.
•While this side of the unit is face-up, it always receives
one combat shift to the right when attacking (or counterattacking) against any type of enemy unit, in any type
of terrain or weather.
•Whenever this unit attacks (or counterattacks), it must
take the required step loss in an EX result.
•Cost two cards to replace or to flip to its red-side.
[14.3] Armor-Type Units
[14.8] Yugoslav Army
When eliminated by combat or supply, those one-step units
are put on the Turn Track to arrive as free reinforcements,
as indicated on their reverse side.
These represent large tank formations. They
are disadvantaged when moving through
difficult terrain (having their own “Armor”
Movement Costs on the Terrain Effects Chart),
but receive the following advantages in battle:
•A one-column shift to the right when attacking (or
counterattacking) most infantry-type units in a Clear hex
during a non-Mud Game Turn (10.6.3).
•An additional hex of Advance After Combat on Clear
weather turns (10.8.2).
[14.4] Mechanized Infantry
These are better-motorized formations with
added anti-armor capabilities. They move as
infantry-type units (i.e., paying the “Other”
Movement Costs on the Terrain Effects Chart.
When defending in combat, the attacker cannot receive the
Armor Attack Bonus (10.6.3) against them.
[14.5] German SS Panzer Army
This unit represents better-equipped and elite
German troops.
•This unit always receives the Armor Attack Bonus (10.6.3)
under all circumstances and at both of its step levels.
Exceptions for enemy unit types, terrain or weather do
not apply.
•Whenever this unit attacks (or counterattacks), it must
take the required step loss in an EX result.
• Cost one card to flip to its front side.
[14.6] SS Panzergrenadier Unit
This German unit has special defensive properties similar to that of the SS Panzer unit’s
offense.
The two Yugoslavian army units can only flip
to or from their Fort counter side when located
in one of the two Balkan areas on the map (representing the rugged and mountainous terrain
where these partisans have operated from for years). They
also draw their supply for those two areas.
[14.9] Cadre Units
German Kampfgruppe (KG) units
and the Russian Ostatky (remnants)
unit are collectively called “Cadre”
units. Cadre units represent a
hodge-podge mix of stopgap units and Army remnants, put
together as ‘scratch’ formations to plug an immediate hole
in the line and as a veteran core around which a regular
unit can be reformed.
Cadres have only one-step and cannot initiate voluntary
attacks (10.1.1), but they can participate in counterattacks
and against Counterblows (10.1.2).
[14.9.1] Cadre Reinforcement Arrival: When received as
Reinforcement, Cadre units are not placed on the map,
but are instead added to the Cadre Units Available Box
for later placement, and have their reinforcement turn of
entry underlined as a reminder.
[14.9.2] On-Map Placement: Cadre units in the Cadre
Units Available Box are voluntarily placed on the map by
their owner in a hex where a friendly (non-Cadre) unit
with strength values on both sides of its counter was just
eliminated (10.7.1) to fulfill the step loss requirement of a
DD or EX result. Removal of a non-Cadre unit from the
map by any other means (inability to retreat, lack of supply, etc.) does not allow a Cadre unit to be placed in that
removed unit’s hex.
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[14.9.3] Removal from the Map: When removed from the
map for any reason (except to Entrain for Rail Movement,
9.1; or Replacement, 14.9.4)—such as becoming Shattered,
a Cadre unit is placed on the Turn Track to arrive on a
future Game Turn as a Reinforcement as instructed on the
back of its counter. If there is already a friendly Cadre unit
scheduled to arrive as reinforcement on the next Turn Track
box, that Cadre unit is placed instead on the next Turn Track
box where there is not already a Cadre unit scheduled to
arrive. That is, each player’s Cadre units arrive at a rate of one
per Game Turn, maximum.
ment Box (it can be moved between units in that box from
turn to turn).
Note that this means a Cadre does not go into the Surrendered Units Box, nor does it score the opponent 1 VP.
Reminder Markers
[14.9.4] Replacement Location: Units that are Replaced as
per 7.7 and 7.9 (only, not Reinforcements) may, in addition
to those locations prescribed in Rule 7.1, also be placed in
a hex where there is a friendly Cadre unit that can trace an
overland Supply Path (6.1) to a friendly map edge. When
placed in that hex, that Cadre unit is removed from the
map and placed on the Turn Track as per 14.9.3, and the
placed unit does not get a Disorganized marker.
In effect, that eliminated unit is “rebuilt” on the front lines
around a surviving Cadre formation.
[14.10] Luftwaffe Ground Unit
This unit functions as a German unit except that if eliminated by combat or supply, it is put on the Turn Track to
arrive as free reinforcement, as indicated on its reverse
side.
[14.11] Volkssturm Units:
The one-step German Volkssturm, represents hasty fortifications and mobilization of citizens for the last-ditch
defense of their Fatherland.
Special Ability: When a defending hex contains a Volks–
sturm unit, treat a DR (Defender Retreat) result as No
Effect (as if the Volkssturm unit were Fortified Infantry).
However, after this combat result conversion is applied,
the Volkssturm unit is permanently eliminated from the game
(even if stacked with a regular Fort unit).
DESIGN NOTE: The implication is that attacking enemy units
won’t be able to Advance After Combat (10.8, because the combat result was, after conversion, a “No Effect”). Also, any unit
stacked with a thus-removed Volkssturm unit remains in place
after that battle, unaffected by its outcome.
[14.12.2] Effect: The unit thus indicated as “in the strategic
reserve” may return to the map at the end of any future
Player Detraining Phase, Axis or Soviet (as it would via
Detraining; 9.2).
Example: It could detrain at the end of the next Axis Detraining
Phase, or the next Soviet Detraining Phase.
[14.13] Play Aid Markers
These “Reminder” markers are used to help players remember certain future or ongoing game conditions:
•The –1 /–2 Card Draw marker can be placed
on the current Game Turn on the Turn Track
as a reminder that one side is drawing fewer
cards that turn (e.g., the Soviets draw –1
card if Moscow is Axis controlled).
•The No Sudden Death marker can be placed
on the next Sudden Death Game Turn on the
Turn Track as a reminder that an Event card
has been played to cancel a Sudden Death
Victory Check.
•The Scorched Earth and Defensive Works markers appear
on the map, and their use is explained, by some Event cards (see
cards #07 and #41).
Control Markers
Control markers are useful in the following ways:
•To indicate which Objectives have
changed control that turn, reminding you to adjust the Victory Point
total at the end of that turn.
•You might want to keep them on the Objectives you
control at all times.
•Place them on recently moved units as a reminder that
they cannot be moved again that turn.
[14.14] Variable Weather
The weather during the March/April, September/ October and November/ December
turns (only) might deviate from what is
printed on the Turn Track.
[14.12] Soviet Strategic Reserve
The Soviet player can form Strategic Reserves.
[14.14.1] Set Up: Be sure to include cards #32–35 in the
deck. Place the three Weather markers on their current/
next available turns on the Turn Track on their matching
weather sides.
[14.12.1] Procedure: At the very end of any
Soviet Movement Phase (starting on Turn 4),
the Soviet player may place the Strategic Reserve marker on top of any one Supplied Soviet unit (check now), and then put both in the Rail Move-
EXAMPLE: At the start of the Campaign Game, the Sept/Oct
marker would be placed in the Game Turn 3 box on its MUD
side, the Nov/Dec marker in the Game Turn 4 box on its SNOW
side, and the Mar/April marker in the Game Turn 6 box on its
MUD side.
© 2011 GMT Games, LLC
No Retreat!
2nd Edition—Feb. 2012
21
[14.14.2] It’s in God’s Hands: A weather card’s “Play Immediately” Event only occurs when that card has been
revealed from the Draw Pile and cannot be negated or
canceled by the play of another Event.
with the marker on its +2 side, so two additional Strength
Points are added to that unit. The Soviets start the game
with the marker on its +1 side so one additional Strength
Point is added to the supported unit.
[14.14.3] Weather Effects: Use the appropriate weather
effects for the current Game Turn based on its Weather
marker’s status.
[15.3.4] Removing Support Markers: Each marker will
stay and move with his assigned unit until the unit next
Movement Phase, unless this unit is eliminated: then it is removed from the map and put aside for re-use next turn.
[15.0] OPTIONAL RULES
[15.3.5] Step Losses: The Combat Support markers are not
units and cannot be taken as step losses.
These Optional Rules add greater detail and realism or can
be used for play-balance; at the expense of some added
complexity. Players are free to use any or all of them by
mutual agreement.
[15.1] Abteilung (Detachment) Units
Once per game during any Axis Reinforcement
Phase on or after Turn 8, the Axis player may
permanently remove a supplied, non-stacked,
full-strength German 4-4 Infantry Army from
the game and replace it with the two 3-3 Infantry Detachment units in the same hex; or adjacent (not in an EZOC).
The same goes for the 2-5 Mechanized Infantry Detachment, but in this case you lose one step from any German
Panzer Army. These processes are not reversible.
Historically, the German 11th Army was broken down to reinforce different parts of the front, mainly around Leningrad.
[15.2] Fortified Front units
Once per game during any Axis Reinforcement Phase on or after Turn 5, the Soviet
player may permanently removes a supplied,
non-stacked, Russian 4-3 Infantry Front from
the game and replace it with these two 3-2 Fortified Front
units in the same hex; or adjacent (not in an EZOC). This
process is not reversible.
The Soviets created many “Fortified Areas” during the war to
hold some sectors of the Front.
[15.3] Local Combat Support
These markers represent extra local
resources that can be assigned to
specific Armies or Fronts. They start
the game on one side and are flipped to their other side on
Turn 11, as shown on the counters.
[15.3.1] Which Units can Receive Support: The Phasing
Player can add the Combat Support marker to any one
supplied friendly unit at the end of his Movement Phase.
[15.3.2] Adding Combat Support to a Friendly Unit: To
add combat support to a friendly unit, simply put the
marker over it after its Movement Phase is done.
[15.3.3] Amount of Support Received: The Axis starts
[15.4] No Variable Weather
When using this Optional Rule, If a player draws a Weather
Event, simply ignore that event, discard the card and draw
a replacement (as the red text indicates). Or just ignore it
for the critical 1941 year, using it afterwards.
DESIGN NOTE: Variable Weather could sometimes have a
significant impact on game play. So is not recommended for
“tournament level” competitive games.
[15.5] Faster Reorganization
As an exception to 7.10, discarding a card where your side’s
Event shows the current side’s Initiative symbol on it allows
the removal of up to two Disorganized markers.
EXAMPLE: During an early Game Turn, the Soviet player
discards his “Rasputitsa” Event card (with its Axis Initiative
symbol on it) to Reorganize units during his Organization Phase.
Thus he can remove up to two Disorganized markers.
[15.6] No Surrender
The Sudden Death rule (12.2) is modified as follows:
•If the side with the Initiative (12.6) has as many VPs as
the number shown by his side’s symbol for the indicated
Game Turn, the other player must immediately discard
one card at random, if available.
•If the side with the Initiative (12.6) has one more VP than
the number shown by his side’s symbol for the indicated
Game Turn, the other player must immediately discard
one card at random, if available, and draws one fewer
(–1) card next turn.
•If the side with the Initiative (12.6) has two or more VPs
than the number shown by his side’s symbol for the indicated Game Turn, the other player must immediately
discard one card at random, if available, and draws two
fewer (–2) cards next turn.
A player cannot lose more than two Card Draws in this
manner (you can use the reminder markers to remember the
reduced Card Draw), and the game continues.
DESIGN NOTE: Thus the game cannot end by “Sudden Death”
anymore. This will affect basic game play, but it will insure that
the contest lasts longer between players of different skill levels.
© 2011 GMT Games, LLC
22
No Retreat!
2nd Edition—Feb. 2012
[15.7] The Joker Event Card
This card will always be in a player hand, and does not
count toward the card hand limit.
•The side with the Initiative will start a game or scenario
with its possession, his side’s color-side up.
•When the owner uses the card, he flips it to the other
card-side and gives it to his opponent.
DESIGN NOTE: This rule helps recycling the Event deck more
rapidly, thus getting more card variety and opportunities.
[15.8] Rezervy (Reserve) Unit
This unit appears in the Destroyed Units Box
during the Reinforcement Phase of Turn 5.
•It stacks for free and does not count against
the regular Soviet stacking limit.
•If not stacked with a unit at the end of a Movement Phase,
it is put in the Destroyed Units Box.
•It is built back like a regular Soviet unit.
•It has no combat value and cannot voluntarily attack, but
can be used to take a combat step loss.
DESIGN NOTE: This represents large concentrations of units
in an hex normally not possible to represent by using the game’s
stacking rules. It can be used as a play-balance tool to also help a
Soviet player that has difficulty holding his Fortified Cities.
[15.9] Paratroop/Partisan Marker
[15.11] Variable Card Initiative
[15.11.1] Set-up at Start: At the start of the game, put the
Square “Initiative” counter on it’s Soviet Star side up on
Turn 12 of the Turn track: for now it indicates the first
turn the “Soviet Initiative” Card Events can be used by
the Soviets (5.3.3).
[15.11.2] During Axis Initiative: Before Turn 12, The Soviet
player can pay ONE (only) Event Victory Point during each
“New Game Turn Victory Phase” to move the Initiative
counter back one turn on the turn track. When the Turn
Marker reaches that counter, the Soviet Player will use the
“Star” events on the cards instead of the “German Cross”
events for the rest of the game.
[15.11.2] Set-up on Turn 12: If the marker was moved by
the Soviet player, it is now “reset” on Turn 12 during that
turn “New Game Turn Event Phase.”
[15.11.3] During Soviet Initiative: Starting on Turn 12,
The Axis player can pay ONE (only) Event Victory Point
during each “New Game Turn Victory Phase” to move the
Initiative counter forward one turn on the turn track. If the
Turn Marker is lower than that counter, the Axis Player will
use the “German Cross” events on the cards instead of the
“Soviet Star” events.
This represents extra war resources the players decide to use on
the Eastern Front to increase their Attack potential, to the detriment of the other War theaters, economy and people.
This unit appears in the Soviet Rail Movement Box during the Reinforcement Phase of
Turn 4.
•You can put it on the map during the Soviet Detraining
Phase, on any Axis unit in the USSR that is adjacent to
a supplied Soviet unit in Snow, Long Winter, or Mud
turns
•When put on the map, it is flipped over to its “Shattered”
side: the Axis unit will be affected by it like a regular
“Shattered” marker.
•It is then removed from play in the Axis Marker Removal
Phase, to arrive as a Reinforcement four turns later.
DESIGN NOTE: This rule simulate the disruption caused by
the occasional airborne operations and partisan activity behind
German lines.
[15.10] Solitaire Round Counters
The five counters on the last row of round game pieces will
be used in an upcoming solitaire module, to be published
in C3i Magazine.
© 2011 GMT Games, LLC
No Retreat!
2nd Edition—Feb. 2012
[16.0] COMBINED EXAMPLE OF PLAY
It is the start of the Turn 2 German Movement Phase. The
Axis player plans to blast his way through the center at high
odds, and then use Advance After Combat to firmly encircle
Kiev (and, with luck, to have the Soviet unit there wither
and die in an unsupplied state during the Soviet player’s
turn) and to surround Odessa and attack that unit so that
it has no retreat route and kill it before the Soviet player
can evacuate it on his turn via Rail Movement (well, “Sea
Movement” in this case). The Axis player moves his units
as shown below, setting up his two envisioned attacks:
23
to activate the Central Front in Kiev as a Target Hex. He
is trying to put the Axis player on the horns of a dilemma
by forcing an involuntary counterattack. He discards his
STAVKA Event card and places a Counterblow marker
on the Central Front. Resigned to his fate, the Axis player
starts recalculating the possibilities around Kiev and takes
another look at his own card hand. In it he finds his Gott
Mit Uns (“God is With Us”) card and then sees the Erich
von Manstein Event atop the Discard Pile from Soviet
player’s recent discard (that was the Axis Event on that
same STAVKA Event card). It’s an ideal card play situation
and the Axis player makes it.
“Well, hoody-hoo!,” the Axis player exclaims. “I think Erich
needs to double the strength of one German unit. Let me
think about which...”
The German player decides that von Manstein will be used
in the north at his crucial attack on Smolensk this turn and
won’t be appearing at our battles in the Ukraine.
But the Soviet player can read the map, too, and sees
where this might be headed. It doesn’t look good for his
units around Kiev, so he plays his “Maskirovka” Event
card to immediately bring an entrained Russian unit onto
the map. He wants to place it in the hex southeast of Kiev
(adjacent to both the Central and Bryansk Fronts) to keep
his supply lines from becoming tenuous and lending some
Counterblow fire-power if opportunity permits.
According to his plan in the south, the Axis player first
proceeds with his grand attack (A) in the center of the line
against the Soviet Bryansk Front, the success of which (and
Advance After Combat) will greatly influence the other
battles nearby. His strength ratio is 15:3 (5:1). Note that
there is no shift to the right for the Armor Bonus (10.6.3) as
the Target Hex includes an Armor or Mechanized Infantry
unit type. The Axis player rolls on the 5:1 odds column on
the German Combat Results Table. A die roll of “3” yields
a DS result, and the Bryansk Front is retreated two hexes
and is then placed in the Shattered Units Box. The Axis
player advances his units after combat as shown (with his
armor taking its Advance Bonus to move an additional hex,
as per 10.8.2) to isolate Kiev. The two 4-4 Armies can trace
directly to it, and the Panzer Army can trace to an Alternate
Supply Source (6.2)—the supplied 4-4 Army adjacent to its
own hex as illustrated below.
This leaves the Axis player two Target Hexes to deal with.
The Axis player is fortunate, however, as he is holding his
Inexperienced Soviet Officers Event card, which, after a bit
of reflection, he decides to use to cancel the Soviet player’s
card. The Soviet player grumbles and returns his unit to
the Rail Movement Box.
With that excitement over, the Axis Combat Phase begins
and the Axis player designates the Soviet Bryansk Front
(A) and South Front (B) as Target Hexes.
Seeing that Kiev is not an Axis Target Hex, the Soviet player
realizes that the Axis player is going to try to encircle both
Kiev and Odessa, leaving his Central Front unit in Kiev
to die from lack of supply. Since losing 1 VP and having
to pay two cards to bail out his best unit from the Surrendered Units Box in a future turn is not desirable, the
Soviet player launches a Counterblow, discarding a card
© 2011 GMT Games, LLC
24
No Retreat!
2nd Edition—Feb. 2012
He has one Blitz! marker that is not urgently required for
battles in the north, but he opts not to use it in his next attack, which he decides will be against the South Front in
Odessa (B). With a 9:3 (i.e., 3:1) ratio, and two shifts to the
left (2L), one each for the River and City terrain, you’d think
the Axis player would desperately use a Blitz! marker at
this battle; but no! He has one more Event card up his sleeve
and plays it now: Heinz Guderian. ‘Swift Heinz’ turns an
Axis attack into an automatic DR result, and that is exactly
what the Axis player wants. With nowhere to retreat, the
South Front is placed in the Destroyed Units Box, and the
Axis units advance through Odessa.
This leaves the German 4-4 6th Army to make an involuntary counterattack vs. the Counterblow from the Soviet
Central Front in Kiev (C). The attacker’s 4:5 ratio becomes
a 1:2 odds attack. Knowing that there are no shifts for terrain in a Counterattack, the Axis player could commit his
available Blitz! marker to bump the odds up to 1:1, but
again he decides not to.
Why? Because he’s hoping for an indecisive result to keep
the Soviet unit in place so that it will be Unsupplied (and,
hopefully, removed from the map in that state) during the
upcoming Soviet player’s turn.
blow: Not good! Desperate, and despite his low chances
for success (even a roll of ‘5’ would help, as it would send
his Central Front to the Destroyed Units Box instead of
the Surrendered Units Box), the Soviet player commits
his last Event card, Heroes of the Soviet Union, and re-rolls
the die. This time he tosses a 2 for a CA result. The Axis
player declines to make a Counterattack and the battle
ends there.
CREDITS
Game System Design: Carl Paradis
Documentation and Game System Development:
Alan Emrich, Carl Paradis
Deluxe Version Playtesting & Proofing: Brian Asklev,
John Collis, Marc Guenette, Benoit Larose, Michael
Marentette, Matthew Looby, Dieter Schlaepfer, Stan
Myszak, Frédéric Velasco, Philippe Parmentier, Davy
Gerard, Andrei Shlepov, Renaud Vibien
2nd Edition Playtesting: Willem Boersma, David
Desjardins, Mike Galandiuk, Kai Kunze, Sakari Lahti,
David Laufle, Alexander Monas, and Scott Muldoon.
Special Thanks to: John Collis
Art Director, Cover Art & Package Design: Rodger B. MacGowan
Map & Rulebook Layout: Mark Simonitch
Counters: Carl Paradis and Mark Simonitch
GMT Proofreading: Hans Korting
Production Coordination: Tony Curtis
Producers: Tony Curtis, Rodger MacGowan, Andy Lewis,
Gene Billingsley and Mark Simonitch
The Axis player launches his 1:2 odds attack and the die
roll is a 1, yielding a CA result. The Soviet player seizes the
opportunity to launch a 5:4 ratio (1:1 odds) Counterattack
of his own, as shown in the next illustration.
Hoping to roll a ‘6,’ the Soviet player throws the die and
rolls a ‘3’ for a CB (Counterblow): He would have to put
an Axis-colored Counterblow marker on the German 6th
Army (as it is the Phasing unit), and the Counterblow
would then have to be resolved next turn, during the
Soviet Combat Phase, like a “regular card-paid” Counter-
DEDICATION
This game is dedicated to the Soldiers of the Soviet 2nd
Shock Army that fought in the Leningrad region: Even
after their unit was virtually destroyed twice, against
all odds and after great sacrifices they heroically drove
the Nazi foe out of their homeland. Ending the war
as one of the Armies that had advanced the deepest
into the Third Reich.
Отступать нельзя!
© 2011 GMT Games, LLC
No Retreat!
2nd Edition—Feb. 2012
25
INDEX
1945 Cards . . . . . . . . . . . . . . . . . . . . . . . . . 5.5
Abteilung Detachment Units. . . . . . . . . . . . 15.1
Advance After Combat. . . . . . . . . . . . . . . . 10.8
Alternate Supply Sources. . . . . . . . . . . . . . 6.2
Armor Advance Bonus. . . . . . . . . . . . . . . . 10.8.2
Armor-Type Units (Armor Shift). . . . . . . . 14.3
Axis Allies. . . . . . . . . . . . . . . . . . . . . . . . . . 11.3, 14.2
Blitz Markers: See Support Markers
Cadre Units. . . . . . . . . . . . . . . . . . . . . . . . . 14.9
Combat Strength. . . . . . . . . . . . . . . . . . . . . 2.3, 10.4, 10.5
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.0
Combat Odds Shifts . . . . . . . . . . . . . . . . . . 10.6
Combat Results. . . . . . . . . . . . . . . . . . . . . . 10.7
Control Markers . . . . . . . . . . . . . . . . . . . . . 14.13
Counterattack . . . . . . . . . . . . . . . . . . . . . . . 10.7, 10.7.2
Counterblows . . . . . . . . . . . . . . . . . . . . . . . 10.1.2, 10.7, 10.7.3
Discard Step . . . . . . . . . . . . . . . . . . . . . . . . 5.1
Disorganized Markers. . . . . . . . . . . . . . . . . 7.7, 7.9, 7.10
Draw Step. . . . . . . . . . . . . . . . . . . . . . . . . . 5.2
Events. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.3, 5.4, 6.5.5
Initiative Events (Balkenkreuz, Star). . . 5.3.3
EZOC (Enemy Zones of Control). . . . . . . . 8.5
Final Odds Column. . . . . . . . . . . . . . . . . . . 10.5
Finland . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.6, 12.7.2
Fortress Conversion . . . . . . . . . . . . . . . . . . 7.5
Fortified (Fort) Units. . . . . . . . . . . . . . . . . . 10.7.4, 14.1, 15.2
Game Turn Events. . . . . . . . . . . . . . . . . . . .13.4
High Tide Marker. . . . . . . . . . . . . . . . . . . . 12.4
Hitler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12.5
How to Win. . . . . . . . . . . . . . . . . . . . . . . . . 12.0
Improving Reduced Strength Units . . . . . . 7.1
Initial Odds Column. . . . . . . . . . . . . . . . . . 10.5
Initiative . . . . . . . . . . . . . . . . . . . . . . . . . . . 12.9, 12.10
Joker Event Card. . . . . . . . . . . . . . . . . . . . . 15.7
Kampfgruppe Units: See Cadre Units
Local Combat Support . . . . . . . . . . . . . . . . 15.3
Long Winter Turns . . . . . . . . . . . . . . . . . . . 13.1
Luftwaffe Unit. . . . . . . . . . . . . . . . . . . . . . .14.10
Mechanized Infantry Units. . . . . . . . . . . . . 14.4
Movement Allowance. . . . . . . . . . . . . . . . . 2.3, 8.1
Na Berlin!. . . . . . . . . . . . . . . . . . . . . . . . . . 5.5, 12.2, 12.4, 12.9
Objective Hexes . . . . . . . . . . . . . . . . . . . . . 12.7.3
Objectives Victory. . . . . . . . . . . . . . . . . . . .12.1
Oil Fields. . . . . . . . . . . . . . . . . . . . . . . . . . . 5.2, 8.7, 11.3,
13.5, 14.2
One-Step Units. . . . . . . . . . . . . . . . . . . . . . 7.4
Optional Rules . . . . . . . . . . . . . . . . . . . . . . 15.0
Overland Supply Path. . . . . . . . . . . . . . . . . 6.1
Blocking Supply Paths. . . . . . . . . . . . . . 6.3
Out of Supply Effects. . . . . . . . . . . . . . . . . 6.5
Paratroop/Partisan Marker . . . . . . . . . . . . . 15.9
Rail Movement. . . . . . . . . . . . . . . . . . . . . . 9.0
Recovery (of Shattered Units) . . . . . . . . . . 5.4, 7.7
Regional Units . . . . . . . . . . . . . . . . . . . . . . 7.5, 13.5, 14.1
Reinforcements. . . . . . . . . . . . . . . . . . . . . . 7.6, 7.8
Reminder Markers . . . . . . . . . . . . . . . . . . . 14.13
Reorganization . . . . . . . . . . . . . . . . . . . . . . . . 7.10, 15.5
Replacements . . . . . . . . . . . . . . . . . . . . . . . 5.4, 7.6, 7.9,
7.9.2, 13.5
Retreats. . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.7.5
Rezervy (Reserve) Unit. . . . . . . . . . . . . . . . 15.8
Shattered. . . . . . . . . . . . . . . . . . . . . . . . . . . 7.7, 10.7, 10.7.6
Shock markers. . . . . . . . . . . . . . . . . . . . . . . 10.5
Shock Units (Soviet). . . . . . . . . . . . . . . . . . 14.7
SS Units . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.5, 14.6
Stacking. . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4
Strategic Reserve (Soviet). . . . . . . . . . . . . . 14.12
Strong and Robust. . . . . . . . . . . . . . . . . . . . 7.3
Sudden Death Victory. . . . . . . . . . . . . . . . . 12.2, 13.2, 15.6
Supply Sources. . . . . . . . . . . . . . . . . . . . . . 6.1, 6.2
Support Markers. . . . . . . . . . . . . . . . . . . . . 10.5, 10.6.2, 13.3
Surrender (and Surrenderred Units). . . . . . 7.9, 10.7.1, 11.1,
12.7
Unit Placement. . . . . . . . . . . . . . . . . . . . . . 7.6
Unsupplied Markers. . . . . . . . . . . . . . . . . . 6.4
Unsupplied Effects. . . . . . . . . . . . . . . . . . . 6.5
Upgrades (Education). . . . . . . . . . . . . . . . . 7.2
Variable Weather. . . . . . . . . . . . . . . . . . . . . 14.13, 15.4
VP Markers. . . . . . . . . . . . . . . . . . . . . . . . . 12.7.4, 12.8
Victory Points. . . . . . . . . . . . . . . . . . . . . . . 12.9
Volkssturm Units. . . . . . . . . . . . . . . . . . . . . 14.11
Weather. . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2, 13.1, 14.14
Yugoslavia & Yugoslav Army. . . . . . . . . . . 8.7, 13.5, 14.8
Zones of Control. . . . . . . . . . . . . . . . . . . . . 6.3, 8.5
Card Errata
#12 GENERAL MUD:
If Next turn has variable weather, then flip its “Weather” marker to Mud.
Note that the text of the Card manifest, in the Scenario
booklet, p.20, is correct.
GMT Games, LLC
P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com
© 2011 GMT Games, LLC
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