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Main Catalogue |  Historical Wargames |  GMT |  Red Winter

Red Winter

Red Winter


Price: £39.99

 
Historical wargame for 1-2 players, playing time around 30 minutes.

A desperate battle for territory and survival is about to be waged across a bleak and snowy landscape of forests, swamps, and frozen lakes.

Red Winter is the first in a proposed series of games covering battles of the 1939 Russo-Finnish Winter War and World War II at a rarely gamed scale: company sized combat units and 90 minute game turns. The Winter War games of the series will be characterized by highly fluid frontlines, wild flanking maneuvers by night, Finnish night raids, and a low unit density across a wide and shifting front. Future Winter War games in the works include the battle for gl j rvi, and WWII games in the works include Operation Dauntless (the Allied flank attack near Caen, France, in June of 1944), and several Pacific theatre battles of WWII.

In Red Winter, players assume the roles of the Soviet and Finnish commanders during the unusual battle for Tolvaj rvi, Finland, controlling the actions of Finnish ski infantry, Soviet tanks and heavy machine gun companies, mortars, anti-tank guns, and other combat units. The game map is populated by forest, suo (wetlands), small Finnish settlements, and a network of crude roads and trails. However, the dominant feature of the map is a system of sprawling, frozen lakes. Combat units can very often gain favorable positions by crossing these lakes, but they do so at considerable riskEUnits caught out on the ice make very inviting targets!

Based upon recent Finnish and Soviet sources, Red Winter is the product of several years of research and development. It was designed with an emphasis on speed, ease of play, and competitive play balance. The rules are built upon classic hex & counter wargame mechanics in combination with novel and well-integrated systems for ranged attacks, unit recovery, Finnish night raids, and sub-zero weather attrition losses. Low counter density and individually simple mechanics combine to allow each player the luxury of completing his turn in about five minutes. This means the full 40 turn campaign game is playable in a single, long afternoon. The large 5/8 inch counters and oversized hexes further enhance playability. And the Play Book\'s illustrated examples make it easy to jump right into the action.

Mechanics

Central to play is the Action Phase, wherein each unit may choose only one from several possible actions: move/assault, attempt recovery, dig in, or take replacement steps. This makes for some very tense decisions for both players. It also conveniently moves the game along at a brisk pace. Red Winter features a uniquely simple unit recovery system. Reduced infantry units may opt to attempt to recover during their turn in lieu of other actions. This requires rolling a “6“ on a single die. However, units gain a bonus to the die roll for maintaining their distance from enemy units. This provides a simple yet realistic incentive for players to withdraw their reduced units to the rear and move forward fresh units. During the fourth and fifth (final) days of the battle, the Soviets receive a penalty to recovery rolls, simulating a lack of replacement troops as well as sinking morale. The result, in game terms, is a gradual but noticeable shift in the number of full strength Soviet units on the map.

Another deceptively simple mechanic is used for ranged support. Ranged fire from weapons such as artillery, mortars and machineguns provides a “use it or lose it“ benefit to combats against the targeted hex. Thus the attacker will need to follow up his artillery strikes during the very same Combat Phase in order to exploit their benefit, or the suppressed hex will return to normal. No markers or “resets“ of any kind are necessary for this mechanic.

Combat is fast and well integrated. Units may voluntarily perform combats against adjacent enemies (two-way firefights, which utilize a CRT), conduct assaults as part of movement, or make ranged attacks at a distance of two or more hexes. The “grand tactical“ scale of 425 yards per hex yields ranges of 2 hexes for light machineguns, 3 hexes for heavy machineguns and T-26 tanks, 6 hexes for medium mortars, and 12 hexes for heavy mortars. Artillery is somewhat abstracted, being handled as off-map batteries which can strike any hex on the map. Players allocate barrages as they see fit, while keeping an eye on their ammunition.

The rules for night turns provide several layers of strategic depth by means of individually simple mechanics. During each night turn, which simulates a 12 hour period, units have double their normal movement allowances. This means combat units can exploit gaps in the enemy\'s frontline, cross lakes, or execute wide flanking maneuvers. However, such ambitious units are susceptible to “Sub-Zero“ step

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Main Catalogue |  Historical Wargames |  GMT |  Red Winter


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