May
Day:
A Variant for Red Vengeance
By William Sariego
December 2014
Red
Vengeance is a small game that packs
a punch. With such a short playing time, for
competitive play it is ideal for players to
alternate sides and compare scores after a
brace of games. In the realm of solitaire
play it also shines. As with any game in such
a small format, compromises on size and detail
had to be made in order to bring the customer
a playable product. This variant includes
things I deleted for brevity or simplicity,
along with a “Gonzo” unit I could
have never convinced my publisher to print!
These optional rules are presented alphabetically
and players can pick and choose what they
find appealing. These are for fun and historicity,
not play balance. Nothing is better than 14.3
and 14.4 in the rules for balancing players
of unequal skill.
Blackshirts
and Blackhearts
The Germans had a motley collection of allies
in Yugoslavia. The Croatians were a rump state
and there were still a handful of pro-Axis
Chetniks even at this time. Less commonly
known were the Italian Fascists, loyal to
Mussolini's Republic of Saló, who were
still under arms. The latter force consisted
of five Territorial Defense Battalions and
an elite Forest Legion. Most of these were
actually quite good, quality wise. To represent
these minor allies, grant the Axis player
a 1-4 mountain division stationed at Zagreb
at the start. If rebuilt from the dead pile
it can only be placed in Zagreb. It is the
only replacement that can enter in that city
and it can never leave Yugoslavia. Put the
division in Italian colors just to be cool!
Bomb
Plot
The Axis player rolls one die in the Reinforcement
& Reinforcement step of Turn 2. On a 1
good Germans get lucky and Hitler is killed.
The Germans score the VP for Hitler's health!
During the R & R phase of Turn 3 place
Rommel in Berlin as the new Fuhrer. On Turn
4 start rolling a die for a separate peace
every Axis R & R step until the game ends.
On a 1 a separate peace is made with the Western
Allies. This has several effects. The German
Air point is available on a 1 or 2 during
1944 and on a 1 in 1945. The air roll improves
the same turn a separate peace is concluded.
The base replacement rate for the Axis starting
in 1945 is one armor in addition to the two
infantry steps, plus any oil-well bonus. On
the turn following the separate peace the
Axis replace, at full strength, two infantry
and one armor unit from the dead pile (these
cannot be SS). The unit withdrawal in November
does not take place.
On a roll of 2 through 5 the bomb plot fails
and play proceeds as normal. On a 6 the plot
fails miserably and retributions are severe.
The Axis do not get replacements on turn 3
to represent this.
Fickle Finger for Fritz
Random Events tables have always struck
me as cool. Granting one to the Axis player
in Red Vengeance might even be a way
of saying “I feel your pain” as
you try and avoid reaping the whirlwind caused
by your historical counterparts. It takes
a special person to play the Axis in this
game, and mentally the role may not be for
everyone. Sorry folks, I didn't create the
strategic situation as it existed on June
22nd, 1944. What I can do is give a random
advantage that may be of some small benefit,
if only psychological, to make things easier
on you. I now bring you the Fickle Finger
of Fate, or . . .
Die Roll |
Event/Advantage
Gained |
1 |
A Mighty Fortress: The fortress
city of Brest-Litovsk is not allowed to
fall into decay. Treat it as a fortification
city like Berlin and Konigsberg. |
2 |
A River Runs Through It: Hex
2208 is now an Axis setup hex. Hexes 2209
and 2309 are no longer Axis set up hexes.
|
3 |
Cry Wolf: The Nazi underground
(werewolves) have an active cell in East
Prussia. Konigsberg must be captured for
the Allies to win (though it is not worth
a VP) and once captured, must be garrisoned
by a full-strength Allied unit during
each Allied Organizational Phase. |
4 |
Fly the Friendly Skies: If the
German air point is available, it can
be used for defensive air support. After
the Allied player designates attacks and
commits and air, the Luftwaffe can be
committed to the defense, adding a die
roll. |
5 |
Marshal Tito, I Presume?: Once
per game, in 1944, the Germans can try
to assassinate Tito. An Axis unit must
be within two hexes of the Marshal. The
attempt succeeds on a 1; remove Tito from
the game and the Allied player must reduce
a full strength Yugoslavian unit (to represent
desertions); on a 2, Tito is wounded and
is removed from play but becomes a reinforcement
three turns later. Roll die in Axis Combat
Phase. |
6 |
V is for Victory: Once per game,
on any turn in 1945, the Germans can unleash
V weapons against one Soviet-occupied
hex west of hex row xx14. Roll two dice,
with 6's hitting. Hits must be taken as
losses. These dice are rolled in the Axis
Organizational Phase. |
Führer
Options
Before taking replacements in the January
1945 turn, the Axis player must decide whether
or not to evacuate Hitler to his Bavarian
Alpine fortress. If they do so, remove Hitler
from the game and the Axis scores the VP under
15.3. The penalty for doing this is rather
severe, however. The base Axis replacement
rate becomes only one infantry. This means
you won't be bringing back anyone from the
dead unless you are clinging to an oil well.
If Hitler is killed during the course of
the game, Grand Admiral Karl Dönitz becomes
Führer. Place Dönitz in Kiel immediately.
If the KM division has not yet entered play
or is in the dead pile place it in Kiel at
once. There is no cost for doing so if the
unit is brought back from the dead pile as
a replacement under this rule.
Naval
Options
If naval status in the Baltic Sea reaches
the level of heavy surface commitment for
the Red Navy, the German player is given the
option of withdrawing his remaining surface
ships. The Axis player can declare this in
his Organizational Phase anytime after the
heavy surface commitment. The German fleet
can no longer provide the +1 dice roll for
one defense it would otherwise still be able
to do. Instead, place a one-step fleet unit
in any Axis controlled port. This counter
functions exactly as the Soviet Baltic Fleet
did in Defiant Russia. It is essentially
a one-step ground unit worth one strength
point.
The Allied player gets the mighty Danube
River flotilla! Once hex 2606 is Allied controlled,
the Danube Flotilla arrives in that hex the
following Reinforcement Phase. The Flotilla
moves as a Soviet armored unit, five hexes
in the Movement Phase and three in the Exploit
Movement Phase, and can do the ZoC to ZoC
slide. It can only move in hexes adjacent
to a river and its prow must always point
to the river hex side. The flotilla enables
Allied armored units to cross that river hex
side without paying a movement penalty and
all units to attack across the hex side without
an attack deduction.
It is a two-step unit that can never be brought
back from the dead, but can receive a replacement
point (armored). At full strength it has one
strength point, but can only attack across
the river hex side it is facing, and defend
in the same manner. If reduced it has no combat
value but still aids units moving or attacking
across it. The unit can move into Yugoslavia
and not count against the Soviet limit. Due
to hexside facing it is possible for the flotilla
to be in a hex that is involved in combat
when it is not involved. In this case it must
retreat if combat results call for that (the
same amount of hexes as other units did) but
cannot suffer step losses. It retreats through
hexes along the river only (obviously!).
It has no Zone of Control but does block
Axis movement across the hex side it is facing.
If an Axis unit moves into the hex occupied
by the flotilla simply move the flotilla to
the opposite hex, facing the same hex side.
If this is not possible retreat the flotilla
one hex toward 2606. It otherwise is considered
to be in the hex (though it does not stop
Axis movement) and thus it can control an
unoccupied Bucharest, Belgrade, etc.
New
Leaders
If using the Führer Principle or Bomb
Plot rules, the Germans have Hitler and two
potential additional national leaders, Dönitz
and Rommel. As national leaders they do not
move from either Berlin or Kiel. They make
leader checks as Allied leaders, and if they
survive place them via airlift in any other
controlled city. They do not tag along with
any retreating units. Dönitz is worth
+0 for attack and +1 for defense and Rommel
is worth +1 and +1.
The Soviets under this New Leader rule receive
Rokossovsky and Malinovsky. Both are available
at start and are Soviet leaders. They are
both worth +1 attack and +1 defense.
The Germans receive three new military leaders
under this rule, Heinrici, Friessner, and
Model. Deploy Model and Friessner at start
(not in Yugoslavia). Remove Model during the
Axis Organizational Phase of Game Turn Three;
remove Friessner during the Axis Organizational
Phase of Game Turn Seven. Model is worth +1
attack and +2 defense, Friessner is worth
+0 attack and +1 defense. Heinrici arrives
as a reinforcement on turn nine and is placed
atop any German unit. He is available for
the duration of the game and is worth +1 attack
and +1 defense. If Model and Friessner are
withdrawn per this rule they do not count
as eliminated for casualty points.
Polish
Home Army
This variant modifies rule 11.7 by giving
the Polish Home Army an actual unit. It is
a 2-0, one-step infantry unit that can potentially
convert. Deploy the Home Army immediately
in Warsaw when an Allied unit comes within
three hexes of the city. It attacks any German
unit in the city at once (neither Poles nor
Axis getting the city bonus), with play suspended
until the combat is resolved (keep fighting
until only one side occupies Warsaw). If no
German unit is in Warsaw then the home army
attacks any adjacent German units. If there
are no German units for the Home Army to fight
it will convert to a 1-4 Polish Division under
Allied control as soon as an Allied unit moves
into the hex (simply flip the unit to its
Soviet-Polish back). Thus, it could behoove
the Axis to have a garrison in Warsaw to avoid
this.
If the Polish Home Army is destroyed it doesn't
count for casualty points in any way; if it
is destroyed after converting to an Allied
division it does.
Soviet
Airborne
The Soviet air drops around Kanev in fall
1943 represented their nadir of airborne operations.
Small-scale commando drops did occur, and
Sinister Forces has a cool scenario
reflecting the results of one of these. The
Soviets get a 1-4 one-step parachute division
which is kept off board at start. It can drop
one per game in either the regular or exploit
movement phase. It can never be replaced if
eliminated and if it survives its drop it
is treated as a Guards unit for exploitation
purposes. It cannot drop in 1944 if the Germans
have an air point that turn. To drop the unit,
place it in an unoccupied, clear terrain hex
(it can be in an Axis ZoC) within five hexes
of a Soviet unit and make a die roll. A roll
of 1 eliminates the unit; on a 2 through 6
it lands safely. Subtract one from the die
roll during a snow turn. You can instead enter
it as a normal reinforcement at any time,
but it loses its parachute ability if it does.
SS Fanaticism
The SS, in keeping with their ethnic cleansing
proclivities, must now attack in the Axis
Combat Phase if adjacent to Allied units.
They can be selective about what they attack,
just like combat in the Exploitation Combat
Phase. Combat in some manner is mandatory
for them, though still optional for all other
Axis units. Selective combat is possible only
if using SS alone. If attacking in conjunction
with other Axis units, regular combat rules
must be followed and all adjacent Soviet units
to an attacking Axis stack must be involved
in some manner. Expect higher casualties as
a result of this!
Occupation
Armor
The Germans have a large number of armored
vehicles in Yugoslavia as Red Vengeance
begins. There were a fair number of French
tanks still clunking around and some captured
Italian vehicles in addition to some outdated
German machines. These AFV's were slow and
under-armored and -armed for 1944. They still
had some merit in anti-partisan roles, though
even that was beginning to wane as spare parts
were becoming hard to find.Still, it is possible
they could have been amalgamated into an armored
division for concentrated use.
Add a 1-4 German armored division to Belgrade
at start. To compensate for this, the German
69th infantry corps (one of the Yugoslavia
deployment units) must begin the game in Belgrade
reduced to its 1-3 side. The armored unit
can (and most likely will) leave Yugoslavia,
but can never be replaced if eliminated. Seemingly
a trade-off, this could be a neat ploy if
using 14.8.
Make War No More,
The Red Goblin
You can download
the new variant piece here.
And you can buy Red Vengeance right now
by clicking
here! |