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This blog drags together, into one swirling maelstrom of crackling energy, my various wargames interests. There are links on the top right to my other blogs, each more calmly dedicated to one particular gaming universe.

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Affichage des articles dont le libellé est ASL Red Barricades. Afficher tous les articles
Affichage des articles dont le libellé est ASL Red Barricades. Afficher tous les articles

vendredi 5 mars 2021

ASL Red Barricades : October 18th

CG Day 18/10 Set Up

The Germans brought up a new Sturm Company, supported by a platoon of PzIVF1 tanks and an 81mm mortar battery with an offboard observer.  They also invested heavily in fortifications, so as to run a trench line between their precarious toe-hold in the factory, and the wooden buildings on the other side of the railway embankment from where reinforcements would enter.  Their objectives were to broaden the bridgehead in the NW corner of the factory - so as to allow more on-board troops to deploy there on October 19th - and to take the Chemist's Shop (X9) and unlock the eastern side of the Red Barricades.

To put a stop to these nefarious schemes, the Russians took a Factory Militia company, placed an SMG company on reserve, and set to fortifying more buildings, putting up roadblocks and trying a bunker as a ploy.  They also took a Light Artillery battery and an AT battery with 4 guns, and brought their SAN number up to 5 [which I unfortunately forgot...].

All companies were at full strength, with normal levels of ammunition for the OBA.


CG Day 18/10 Combat

On the German left flank, the Russians chose to defend the last line of buildings in front of the Chemist's Shop with a half company of factory conscripts, which did not go well.  At the end of turn 1, most of them are dead or prisoners, as shown.  Nonetheless, it is testimony to the strength of the Russian position here, as well as the tireless work of Commissar Petrov in the Chemist's Shop, that the Germans basically got no further than this by turn 5.  The Russian strongpoint in BB9, just to the east of the Chemist's Shop, was also a thorn in their side, and the bunker (whose orientation shown in the picture is an error, it should be turned one vertex counterclockwise) made them hesitate in any approach on the factories.  Hence a whole German company was tied up.

The attackers did try to use the prisoners to clear the roadblock, the half-tracks waiting and revving up their engines in the hope of securing some ground, but nothing actually came of it (the Russian HMGs up on the factory roof unhesitatingly firing on their unarmed but treacherous comrades).

The units under 5/8" ? markers are actually HIP.  It is too much book-keeping whilst playing solo to write their positions down, so I place these large ? markers which I "ignore" when choosing German actions.

On the German right flank, the fight to expand the bridgehead would be slow but sure.


The PzIVs were thrown into the fight on turn 2, and their overrun attack on the Russian positions would ultimately allow Sturmtruppen through to take the strategic N5 building. A 1st floor position here will allow German MG to stop any movement between the two factory blocks...unless of course the Russians take to the sewers, which they will !


The other side of the battlefield, from Russian perspective.  The Russian posture went from feeling terribly spread out - which led to the evacuation of the N5 building, to reinforce the reserves - to having everything under control, alternating from one to the next about every fire phase.  They were also handicapped by the fact that their artillery battery successively drew two red chits, leaving them without any OBA support...at least it will be retained for October 19th.



At this point in the battle, the cameraman was shot by a Russian sniper, so there will be no more photographs of Stalingrad in the October 18th archives.  A more numerous film crew will be deployed on October 19th (and issued with body armour).


High points of the day were :

- a fierce hand-to-hand combat in B11 (visible on one of the previous photos), which the Germans ultimately won and, with the help of a DC, then took stone building B12 which is a major haul.

-  One of the PzIVs headed towards the Chemist's Shop, where it had the excellent idea of closing right up to the walls to bombard the enemy point blank with 75mm HE rounds, adding to the danger from the 81mm mortar battery now targetting here.  Unfortunately for it a 45L AT gun revealed, then scored a critical hit which blew the panzer into small burning pieces.  The 45L AT gun crew then wheeled their gun backwards out of LOS of advancing Sturmtruppen, despite incoming MG fire.

-  In the same corner of the map, advancing under cover of incoming OBA targetting the Chemist's Shop, the German infantry laid down an incredible number of smoke grenades, allowing two units to make their way down the gully, until they were challenged and overcome by a Berserk 4-4-7.

-  In the NW corner of the factory, another AT gun took out a second PzIV with its (one and only) APCR round.  Last up, a lucky Russian sniper shot wounded the senior German officer present, Hauptmann Praxa [10-2] who would have to be evacuated back to the Fatherland after the fighting.

-  An emprisoned Russian squad managed to overcome its guards and escape after the entire German stack it was with was broken by incoming fire


CG Day 18/10 Results

This was a German victory, the attackers having acquired another 28 stone locations.

The perimeters are as follows :




German losses are :

4 x 5-4-8; 2 x 4-6-8; 0,5 x 4-6-7; 1 x HMG; 1 x used DC; 1 x LMG (captured); 8-1 Leader; 2 x PzIV F1s with their crew [27 VPs for the Russians]

ELR Loss and Battle Hardening : 1 x 4-6-7 -> 4-6-8; 1 x 4-6-7 -> 4-4-7


Russian losses are :

3 x 5-2-7; 8 x 4-4-7; 5,5 x 4-2-6; 1 x MMG; 2 x 50mm mortars; 1 x LMG [33 VPs for the Germans]

ELR Loss and Battle Hardening : 4 x 5-2-7 -> 4-2-6 / 3 x 4-4-7 -> 4-2-6


CG Day 18/10 Wrap-up

Germans :

Wounded 10-2 and 7-0 Leaders evacuated

Battle Harden : 1 x 4-6-7 -> 1 x 4-6-8; 8-0 -> 8-1


Russians

Wounded 8-0 Leader evacuated

Battle Harden : 1 x 4-4-7 -> 1 x 4-5-8; 8-0 -> 8-1


CG Day 18/10 Retained

Germans :

9-2 / 9-1 / 8-1 /  8-1 / 8-1 / 8-0 / 7-0

15 x 5-4-8

7 x 4-6-8

7 x 4-6-7

1 x 2-4-7

2 x 4-4-7

1 x HMG / 4 x MMG / 5 x LMG / 2 x 50mm Mrtr / 2 x ATR / 3 x DC

1 x Med Arty 100mm OBA

3 x SPW 251/1

1 x PzIVF1


Russians :

10-0 Comm / 9-1 / 9-1 / 8-1 / 8-0 / 8-0 / 7-0 / 7-0 / 7-0

1 x 4-5-8

13 x 4-4-7

1 x 2-3-7

9 x 5-2-7

1 x 2-2-7

16 x 4-2-6

2 x HMG / 1 x MMG / 3 x LMG / 1 x LMG (captured) / 2 x 50mm Mrtr / 2 x ATR

1 x Lt Arty 70mm OBA

2 x 45L AT / 2 x 45LL AT 

5 x 2-2-8 crews


CG Day 18/10 Map Changes :

I realised when re-reading the rules that upper floors cannot be fortified if lower floors are not, so at the end of the CG Day, I applied that to all existing fortifications.

 

Stone Rubble : F5, F6

Wooden Rubble : X0, X2

Fortified Buildings [Lvl] : F11[0,1], F13[0,1], H8[0], I8[0], L5[0], N5[0,1], W10[0,1], X9[0], Z1[0,1], BB9[0]

Trenches : V3, V5, V7, U2, E13, D13, C6, D6, E6

Bunker : 2+3+5 Wooden in S7 pointing to R7/S8 hexside

Roadblock : Y8, GG12

Burnt Out Wreck : W2, V8

Wreck : S3, K7


Post-battle musings

Russians :

Russian MMGs are too heavy to rout with, so they are best used at medium range, close enough so that the infantry using them can also fire at half effect.

Russian HMGs can either set up on Factory Rooftops, which makes them Fanatic and therefore avoids any Cowering; but they are then an easy target for German "Death Stars" (MG stacks with a 9-2 or better leader).  Or they can seek out fortified Level 2 Stone locations (such as the Power Station or the Commissar's House).

Russians are Fanatic in factories (or on rooftops) which make Factory Militia far more interesting.

Purchasing infantry companies as Reserves is a very interesting option, but remember they only activate (except for incoming fire) if the enemy moves within three hexes and in LOS.  In any case they make a good second line, although on days when the Russians can only purchase 2 RGs it is a tough choice to make.

Sewer movement is not very risky, and is a great way to recloak.


Germans :

The AFPh capacites of 5-4-8 Sturm units are amazing (basically, 4 FP at normal range)

AFVs should be used aggressively without overly worrying about possible losses.  Uses are then : point-blank fire into buildings without Street Fighting risks; overruns of strategic locations; "AFV freeze", as infantry with a target in their hex (even invulnerable to their shooting) may not engage any other, obtained either by VBM or overrun.

For this same reason, AFVs lead well in factory assaults; for this task MG capacities (which are the key element of overruns) are more important than MA.

AFVs are also useful at laying down Smoke; check the S number of the vehicle.

The Germans need to seek some height, so as to get more LOS opportunities, and avoid recloaking.  They can more easily exploit Level 2 Rooftops than the Russians, due to the lower ranges of Russian MGs.

Encirclement is a powerful means of attack, as broken Encircled units will surrender to adjacent enemies.

samedi 28 mars 2020

ASL Red Barricades : October 17th 1942

I haven't played ASL since I was 18, and now that I have a games room where I can leave stuff lying around as long as I want, I decided to crack it out again.  I had a quick test game to get the rules back into place.  Then what better choice than Red Barricades....CG III of course !  I'm playing solo for now, although I'm hoping my eldest daughter will be intrigued enough to want to start pushing some cardboard counters around  : )


To start with, here is the awesome Red Barricades map, in a south-north alignment as that is the basic direction of combat.




CG Day 17/10 Set-Up

The Germans start with a Rifle Company (full, 9-1 / 8-1 / 8-0), a Sturm Company (full, 10-2 / 8-1 / 8-0), a PzIIIL platoon (full, 8-1), an 80mm+ Battalion mortar battery (normal ammo) with an Offboard Observer (placed in I1) and two preregistered hexes (G6 and W7 chosen). To this they added a second rifle company (full, 8-1 / 8-0 / 7-0), an SPW platoon (full) and a battery of 100mm+ Medium Artillery (normal ammo) with an onboard radio.

The Russians start with a Rifle Company (full, 9-1 / 8-0), a second Rifle Company (full, 8-0), an SMG Company (full, 9-1 / 7-0), two 45LL AT guns, 5 Fortified Buildings and 50 FPPs.  To this they added a third onboard Rifle Company (full, 9-1 / 7-0) and a battery of 70mm+ Light Artillery (plentiful ammo) with an onboard field phone.

The Russian defense was articulated on the left flank so as to stop the Germans from crossing the railway embankment, with plenty of enfilading fire, fire lanes and MG nests.  The outbuildings in the south-east corner of the factory were also heavily defended.  On the opposing flank, it was taken for granted that the Germans would grab the small suburb area, but should be slowed down as much as possible, to prevent them getting beyond the gully.  Both 45LL AT guns were placed in this area, one hauled up to the first floor of a fortified building.  The light artillery was to break up troop concentrations on either flank.

German tactical options on Day 1 are, in my opinion, fairly limited, mainly due to space : they have to smash through the railway embankment to take at least the south-east corner, and they have to try to reach the gully, or go even beyond, so as to open up options for flanking the factories on future campaign days.  The main choice is whether to concentrate forces, or divide them, and I chose the latter option.  Two rifle companies were committed to the first objective, and one Sturm company, with SPW and tank support, to the latter.  The battalion mortar, with its preregistered hexes, could intervene on either flank.  The medium artillery radio was given to the Sturm company on an "as required" basis, although in the end it was not used.



CG Day 17/10 Combat

I naturally spent a lot of time with my nose in the rulebook, so forgot to take any photos this time round and this will be all text, so I'll keep it brief.  Will do better next time....

The game lasted 6 turns; on the 6th turn I decided that both sides would agree on a ceasefire, as apart from desultory shooting, there was not much more they could do.

On their right flank, the German attacks over the railway embankment were violent, constant and desperate all at once.  At least three waves were pushed back, until a rifle platoon finally got a toe hold in the south-east corner building, which a previous artillery strike had set on fire.  Constantly under pressure, the German infantry could not even make it down into the cellar to put the flames out, which later turned into a blaze.  The Russians even considered launching a counter-attack to take back the building, but feared that if it went wrong, their opponents would be able to push further into the factory outbuildings.  The Russian defense was well-placed and mobile, the Germans being greatly handicapped by not having any view down into the inner complex.

On their left flank, the German offensive was quickly bunched up, it proving difficult to get over the road.  Smoke rounds fired from the mortar battery onto a well-chosen preregistered hex, however, broke up the Russian defensive fire opportunities and allowed the Sturm company to push west.  A strong Russian position in the large stone building close to the river offered a threat which, ultimately, failed to materialise, costing the Russians three squads and an HMG for very little impact.

The Russian light artillery now came into play, striking the stone building; whilst it caused few casualties, it had a devastating effect on morale and also effectively bogged down the sturmtruppen.  As the German mortar smoke drifted away, both 45LL AT guns (which I place on-board, but "ignore" as HIP while deciding German actions) revealed themselves.  A PzIIIL was destroyed, the second was missed....and destroyed an AT gun with return fire (thanks to a critical hit).  It began to reverse down the street, was hit once by the second AT gun but not destroyed, and then, in typically dramatical ASL fashion, the second AT gun in the 1st floor fortified building malfunctioned.  It was eventually written off by its crew !



CG Day 17/10 Results

The Germans win the CG day, as they have captured 15 stone locations.

The perimeters are as follows :








German losses are :
3 x 5-4-8; 7 x 4-6-7; 9-1; 8-0; 8-1 Armour; 1 PzIIIL with crew; 1 SPW 251/1 with crew [35 CVP for the Russians]
ELR Loss and Battle Hardening : 1 x 5-4-8 -> 1 x 4-4-7; 1 x 4-6-7 -> 1 x 4-6-8

Russian losses are :
8.5 x 4-4-7; 2 x 5-2-7; 9-1; 2 x 45LL AT; 1 x 2-2-8 crew; 1 x ATR [KIA]; 1 x HMG, 2 x MMG, 1 x ATR [captured] [28 CVP for the Germans]
ELR Loss and Battle Hardening : 2.5 x 4-4-7 -> 2.5 x 4-2-6


CG Day 17/10 Wrap-up

Germans :
Battle Harden : 5 x 4-6-7 -> 5 x 4-6-8; 8-1 -> 9-1.
All captured Russian SW malfunction and are destroyed
The remaining 2 PzIIIL are Withdrawn

Russians :
Battle Harden : 7-0 -> 8-0


CG Day 17/10 Retained

Germans :
10-2 / 9-1 / 8-1 / 8-1 / 8-0 / 8-0 / 7-0
8 x 5-4-8
6 x 4-6-8
11 x 4-6-7
1 x 4-4-7
2 x HMG / 3 x MMG / 4 x LMG / 2 x 50mm MTR / 2 x ATR / 2 x DC
1 x Med Arty 100mm OBA
3 x SPW 251/1


Russians :
9-1 / 9-1 / 8-0 / 8-0 / 8-0 / 7-0
25 x 4-4-7
7 x 5-2-7
2 x 4-2-6
1 x 2-2-6
1 x 2-2-8 Crew
2 x HMG / 1 x MMG / 3 x LMG / 3 x 50mm MTR / 1 x ATR


CG Day 17/10 Map Changes

Stone Rubble : F5, F6
Wooden Rubble : X0, X1, X2
Fortified Buildings [Lvl] : F11[1], F13[1], N5[1], W10[1], Z1[1]
Trenches : V5, V7, E13, D13
Burnt Out Wreck : W2
Wreck : S3


Post-battle musings

As it may be a while before I play Day 2, some thoughts on tactics used and future plans....

Germans :
Running one or two trench-lines across the railway embankment to the toe-hold in the south-east of the factory would be a good idea.
OBA is extremely useful, especially with an offboard observer and at least one pre-registered hex.  Ammunition is generally sufficient to keep it firing most of the game and it breaks up enemy troop concentrations, keeps broken troops DM, and can fire a smoke mission if needed.
Light tanks are not to be underestimated; once they acquire an infantry target, any hit (as the result does not suffer TEM) can be quite deadly.


Russians :
Never underestimate the use of 8FP (even 6FP) against an advancing enemy.
Set HMGs up in machine-gun nests at distance, even 2 for a squad, preferably with a low grade leader to avoid cowering.  50mm mortars - especially two allocated to one squad up on a roof - are also useful, due to their high ROF.  MMGs on the other hand are better used closer up.
Russian OBA is cheap but, with a field phone, useful.  One or two well-placed bombardments can significantly disrupt enemy plans.

jeudi 26 mars 2020

ASL Red Barricades : Rules

RB AFV and Gun substitutions

In order to introduce more variety (and also use all those lovely AFV and Gun counters provided with ASL), after choosing an AFV or a Gun Platoon, and checking whether it is Full or Depleted, the owning player makes a dr per AFV Platoon, and a dr per Gun in a Gun Platoon.  

On a dr of 1 or 2, the AFV or Gun type is <-  downgraded, on a dr of 5 or 6, it is -> upgraded.  On a dr of 3 or 4, followed by a subsequent roll of 1-3, it [substitutes] for an equivalent vehicle if such a substitution exists. 

An AFV Platoon cannot be both Depleted and downgraded; should this occur, the purchasing player chooses which effect to apply.

 

German AFVs :

StuG III B - no change

StuG III F - no change

StuIG 33B - no change

Pz38t(E) <-  Pz IIIH [Marder II]  ->  Pz IIIJ

MarderIII(t)H <-  PzIIIL [PzIIIJ] -> PzIIIL

PzIVE  <-  PzIVF1 ->  PzIVF1

PzIVF2 <-  PzIVF2 ->  PzIVH

PSW222 <-  PSW222L -> dr 1-3 PSW231(8R)  or  dr 4-6 PSW232

 

German Guns :

75 PaK 97/38 <-  50L PaK 38 ->  76L PaK 36r

76L PaK 36r <-  75L PaK 40 ->  75L PaK 40


Russian AFVs :


T-60M40  <-  T-60M42  ->  T-26S M37

BA-6  <-  T-70 ->  T-70

T34M41 - no change

T34M43 - no change

KV-1 M42 - no change


Russian Guns :

37L PTP obr 30 AT <-  45L PTP obr 32 AT ->   45L PTP obr 32 AT

45LL PTP obr 42 AT  <-  45LL PTP obr 42 AT ->   57LL PTP obr 43 AT

76* PP obr 27 INF - no change 

76 P obr 02/30 ART <-  76L P obr 39 ART  ->   76L P obr 39 ART

 

 

A compilation of specific rules to remember 


a) Movement

-  A leader can add his 1PP to a squads 3PP if he stacks with it all phase (useful for Russian MMG..)

-  A CX unit check at +1 for inherent SW (Smoke, but also MOL)

-  The PP of a CX unit is reduced by 1

-  Dummy stacks may claim leader bonuses and CX whilst moving

-  Disrupted units do not prevent enemy from entering their hex

-  A vehicle can end in Motion with MP remaining, only if these are insufficient to enter the next hex (hence, a vehicle might wish to spend Delay MP at the beginning of its move) 


b)  Firing (General)

-  Hindrance DRM can never exceed range (including for smoke ??)

-  Only the upper level and the roof of a non-roofless building are affected by indirect fire (ie. mortars)

-  Units may not claim a TEM if behind a rubble hexside (B24.3)

-  A Gun that changes covered arc lowers it ROF by 1 for the next shot

-  Area Fire target type consumes all ROF of non-mortar guns

-  A 15-40mm Gun rolling doubles to hit, has achieved Multiple Hits

-  Concealed targets cannot be Acquired using the Infantry / Vehicle Target Types 

-  The armour facing for a Turret Hit is based on the TCA, and not the VCA (of course, but sometimes forgotten in the heat of the action)

-  Berserk units cannot participate in multi-Location FGs

-  A Vehicle which is in Motion, may not Prep Fire

-  A Vehicle in Motion is not subject to Point Blank To Hit Case L

-  Bounding First Fire / Motion Fire cannot be used with Area Target Type

-  A Gun set up in HIP is Emplaced, and may retain Concealment after firing, depending on its coloured dr

-  Concealment is not lost even when firing, if no Good Order squad has LOS; hence fire on a broken squad who alone has LOS would not reveal

-  Selecting a unit for Opportunity Fire removes its Concealment status (providing Good Order enemy can observe it)

-  Spraying Fire places Residual Firepower in all target hexes (even if empty); remember that all MGs can Spray Fire

-  SW can only fire >16 hexes if directed by a leader; such a leader will also prevent Cowering; remember that such units will also maintain Concealment, if all Good Order enemies with LOS are >16 hexes !


c)  Defensive Fire

-  Snap shots do not benefit from FFNAM/FFMO

-  A Dashing unit cannot be fired at if a change of CA is required

-  Units in trenches are not subject to FFNAM (A4.6)

-  Multiple ROF weapons only leave Residual FP if they forfeit additional shots

-  Units marked with First Fire may fire again in the DFPh, but only against same hex or adjacent targets 

-  Units moving from a Factory Roof to Level 0, in a Factory with printed stairwells (hence 2.5 Levels high) can be shot at on a fictitious "Level 1" (O.4C)

-  Defending units that are not in Melee MUST use TPBF vs. enemy that enters its location, be it First Fire, Subsequent First Fire, or FPF (the latter with association Morale Check)

-  The notion of Field of Fire (CA) applies specifically to MMG and HMG in Woods, Rubble and Buildings, and not to LMG

 


d)  AFPh

-  Assault Fire bonuses to do not apply to Opportunity Fire 

-  FT FP are not halved in the AFPh

e)  Terrain

-  Single Hex 2-storey buildings do not have Rooftop Locations 

-  A Vehicle in Motion is not a LOS Hindrance

-  A roadblock counts as a wall for TEM; it extends into adjacent hexes but only if these contain buildings or woods (and one can suppose, rubble)

-  It costs 3MF to enter rubble (including from a connecting trench)

-  In RB, Rubble is treated as a building for Ambush and Street-Fighting

-  Orchards block higher level LOS...in October, but not in November

-  Mortars can fire out of RB roofless factories, and can do so (although less effectively) by using a spotter on the roof; if the spotter is a squad, it can also use a SW such as an HMG...

-  RB Trenches and AT Ditches connect to adjacent rubble and building Locations (and directly to the RB Cellar, if it exists), but not to Debris Locations (SSR RB6)

-  Unlike a wall, an RB Factory Interior Wall,unless Breached, blocks LOS across it, vertex included, even for units adjacent to it; Interior Walls, in Roofless Hexes, extend nonetheless up to the underside of what would have been the roof (ie level 1.5 or 2.5)

-  Factory hexes can be Fortified Buildings, but in a building with Roofless hexes, offer no additional protection from fire coming from the roof

-  The base number of Blind Hexes is the obstacle's Level, not simply 1

 

d)  Various

-  Massacre increases enemy ELR by 1 for the scenario

-  +1 to Recovery attempts if CX

-  Heroes cannot be Pinned

-  Guards (of Prisoners) that become Berserk will Massacre their Prisoners instead of charging nearest enemy

-  Unarmed infantry are no obstacle to movement

-  A Commissar increases morale level by 1 (cumulative with the +1 from being Fanatic, eg Russians in a RB Factory), ignores DM and gives a -1 DRM to Rally attempts

-  Self-Rallying has a +1DRM, even for a leader

-  Conscripts have only base 3MP, lose 2 columns from Cowering, add 1 to B#/X# and are Lax for CC Ambush

-  Encerclement also applies to units "trapped" on the upper floors of a building, but not in RB Cellars

-  Encerclement is only obtained if incoming fire is at Normal Range

-  Broken units do not suffer ELR loss; certain elite units are ELR 5 and break down, on ELR failure, into two half squads
 

 

e)  Tips

-  Use of Harassing Fire 

-  A Defending Vehicle can make a Motion attempt (to gain better DR modifiers vs incoming fire)

-  It is possible to Withdraw from Melee (without risk, if Concealed), and it is also possible to attempt Capture of opposing units (with a -1 for Inexperienced Personnel; this is harder but offers more CVP).

-  Use of Sewer Movement is an excellent way to move troops out of enemy LOS

-  Russians can use Human Wave

-  Russian 5-2-7 can use Assault Fire 

-  Thrown DCs are pretty effective


f)  Red Barricades

- Other than their very specific LOS and FP rules, RB Cellars count as a Stone Building Location for victory purposes.  They can only be reached via inherent or printed stairwells, adjacent cellars, or connecting trenches or tunnels, or a manhole

-  Access to Factory Rooftops : see O.4B

-  Guns can set up in Trenches, and can be removed at the beginning of the following CG Day

-  Russians have an automatic Level C booby-trap capability

-  Russians are Fanatic within a Factory (place a Fanatic marker in each as a reminder)

-  Most Russian troops (Elite, 1st Line) are Stealthy (aiding Ambush in CC)

-  A house rule, which I appreciate, prevents Kindling and avoids destruction of key buildings