Hurrah Stalino
Hurrah Stalino
Hurrah Stalino
Kremlin Miniatures
Back
Rules by the Neo Stalinist Reality Wargames Collective
A word of thanks is to be given to the following loyal Party members whose proper understanding of
doctrine has helped to make these rules possible. They are: Comrade Matt, Comrade Stu and Comrade
Frenchie
Copyright permission is given to download/copy these rules for personal use only
Hurrah Stalino!
Corps to Army Level Rules for Conflict on the Russian Front 1942 to 1945
Version 1.0
Dice
You will need 9 six sided dice to play this game efficiently.
A d3 is a six sided dice read as follows: 1 or 2 = 1; 3 or 4 = 2; 5 or 6 = 3.
Introduction
Hurrah Stalino! is a revolutionary set of rules (for 6mm scale figures) designed to allow players to
fight large scale battles on the Russian Front during World War Two. The basic tactical unit is the
battalion whilst the basic formation of manoeuvre is the division. Divisions are then grouped in to
Corps and Corps are then grouped into Armies. Because of this Hurrah Stalino is a game of strategy
rather than tactics and the rule mechanisms reflect this.
Representing Units
A single model of the appropriate type should represent vehicular units. It is not necessary to put the
vehicle model on a base. Infantry should be mounted with 5 figures on a base (you will not need to
represent HQs), whilst artillery, anti-tank and anti-aircraft units should have 1 gun + crew figures
mounted on a base. Aircraft units should mount 1 model on a flying stand. In all circumstances
(except for aircraft) bases should ideally have a 1” frontage and up to a 1˝“ depth. Each base must
have some form of marker on it identifying which division the unit mounted on it belongs to.
Sectors
The first thing you will need to do in order to play this game is to grid up your table into 3” squares
called SECTORS. We use 2ft square terrain boards into which are placed pins to discretely mark out
the grid. One sector represents a distance of 1500 to 2000 meters or about 1 mile. Because of this
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Duration of a Battle
Each side (preferably each German Corps or Russian Tank Army/Infantry Corps) should have at least
one objective for the battle. Victory has been achieved when one side (or the other) achieves its
objectives.
The side that destroys the most enemy units in the previous turn goes first in the next one dice off to
settle draws. In small battles, action is alternate and performed by the division. In large battles, action
is alternate and performed by the Corps, but divisions within the corps are still selected for action one
at a time! When you have completed the action of one formation (which can be done in any order) it
becomes the opponent’s turn to select one of his formations for action and so on. When the German
player has selected all of his divisions/corps for action (and the Russian player selected an equal
number) then the turn is over, any remaining Russian formations do not get to be selected for action
that turn. Note that the number of Russian formations capable of being selected for action in a turn
does not reduce if entire German divisions/corps are wiped out.
When selected for action each unit in a division has a choice of three options: it can move; it can
engage in ranged fire (but only if the unit has a range of 1 or more); or it can perform an assault. No
unit may perform the same option twice in turn, so careful consideration must be given to what order
they are performed in. The three options can be performed in any order. It is permissible for units to
do nothing if the player wishes.
The actual length of time a turn represents is variable. In small battles it could be one, or more, hours,
in a large battle it could be as long as one whole day.
Movement
The combat table lists all the different unit types in the game
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Assault
Units with a range of 0 cannot perform ranged fire and therefore must assault if they wish to capture
an enemy held sector. The procedure is as follows:
1. The attacking player moves up to 3 units of his choice into the sector he wishes to assault.
2. The attacking player picks one unit to lead the assault and uses its CF for the match up. Any
other unit in the assault is treated as being in support.
3. The defending player picks one unit to lead the defence and uses its CF for the match up. Any
other unit in the defence is treated as being in support.
4. The two lead units each roll 2d6, they must:
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Note: If a tank unit leads an assault and is supported by at least one infantry or cavalry unit
(from the same division) and is then beaten, instead of the tank unit being destroyed the
assaulting player may choose to have the supporting infantry/cavalry unit destroyed instead.
10. If the scores are the same then all attackers retreat 1 sector
Notes
If the defender throws a 6 then the attacker can still beat him if has thrown two (or more) 6s.
A destroyed unit is removed from play. Destroyed will seldom mean killed to a man, but more often
that the unit has been rendered combat ineffective for a multiplicity of reasons.
It is permissible for units (from the same division) to assault a sector even if said units do not start in
the same sector as each other.
It is permissible to assault diagonally.
Ranged fire may only be conducted by units with a range of 1 or greater. The procedure is as follows:
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Notes
If the target throws a 6 then the firing unit can still beat it if it throws two (or more) 6s.
Firing can be done diagonally.
1. Artillery integral to a division can only be used to assist units from that division.
2. Artillery units (not self-propelled or mortars) must roll to successfully relocate themselves after
having moved from one sector to another. Roll 1d6, the score required for success is 5 or 6. The
artillery unit may not fire until it has successfully relocated (even if it moves back to the sector
from where it came).
3. Artillery wishing to engage in counter-battery must roll a 6 to locate the enemy unit, unless a
friendly unit (from the same division) is adjacent to the sector in which the enemy artillery is
deployed, in which case the friendly unit may call in the artillery’s fire without the need for a
counter-battery roll.
4. Russian artillery/mortar units of less than brigade size cannot shoot over heavy terrain. German
artillery units can.
One unit represents an air group (if German) or an air regiment (if Russian). Each unit may attack
once per turn as a floating asset, meaning that selecting the aircraft for use does not count as moving a
division. However, if entire aircraft divisions are used then the selection of an aircraft division for
action does count. Whether attacking ground targets or being attacked by them the following
procedure applies:
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Notes
If the target throws a 6 then the attacking unit can still beat it if it throws two (or more) 6s.
All aircraft have a range of 0 except for medium/heavy bombers that are assumed to have a range of 1
when attacking ground targets. This represents that such aircraft operated at high altitudes and means
that only AAA units with a range of 1 can attack them.
Only AAA units can attack aircraft all other units may only defend against air attack
Aircraft units can attempt to bomb bridges and supply sectors, if successful the bridge/supply dump is
destroyed
Fighter units may not attack ground targets (except for aircraft units on the ground in an airfield
sector) and are the only aircraft units that can attack other aircraft. The procedure is as follows:
Notes
If the target throws a 6 then the fighter unit can still beat it if it throws two (or more) 6s.
A fighter unit assigned to escort a bomber unit may not intercept other aircraft, its function is solely to
protect the bombers against attack. If attacked and outscored by enemy fighters the escorting fighter
unit is destroyed first. Then the victorious enemy fighters receive a bonus attack upon the bomber
unit.
Mined Sectors
A sector containing a minefield is treated as heavy terrain for movement purposes (roads through a
mined sector are assumed to be mined as well). A unit that enters an undefended, mined sector must
roll to avoid being destroyed. A score of 5 or 6 means the unit is destroyed. If a friendly engineer
battalion is in the same sector as the mines then modify the die score by –1.
Heavy Terrain
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A unit cannot pass through an impassable river sector, unless there is a bridge or bridging column unit
in the same sector. Whilst the bridging column unit is in an impassable river sector it is considered to
be deployed.
Optional Rules
Pre-Battle Bombardment
If present and in range, AAA units may attack bomber units before they attack a sector. As may
enemy fighter units if they successfully intercept. Surviving bomber units then perform their attack.
Supply Sectors
Each Corps or Army should have a sector designated as containing its supply dump. This should be
situated in the rear area behind the artillery line. If the enemy occupies this sector it is assumed to
have been captured/destroyed. Aircraft can destroy a supply dump by bombing it, but ranged fire by
ground units has no effect.
Airfield Sectors
All aircraft (other than medium/heavy bomber) units must operate within a 16 sector range of a sector
designated as containing an airfield. On turn one of the battle all aircraft must be occupying a sector
containing an airfield. If the enemy captures an airfield sector (which he does by occupying it) then all
aircraft units that operated from it are removed from play. In large battles it is permissible to have
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Both sides may, if they wish, garrison/defend their airfield and supply sectors (or a sector containing a
bridge) with rear area security units rather than units from their fighting divisions/corps. Each sector
may contain a maximum of three such units. These units may not voluntarily leave the sector they are
assigned to guard. These units may be: infantry (not elite/mechanised), MG, ATG or AAA.
Doctrine
Offensive Doctrine
The Russians practised two types of offensive doctrine during the war; the infantry offensive, for
which the basic formation of manoeuvre was the reinforced rifle division; and the tank offensive, for
which the basic formation of manoeuvre was the reinforced tank corps. The infantry offensive was
usually conducted on a broad front. The pace of the attack was slow because the infantry moved on
foot. As a result of this it was given limited objectives close behind the enemy lines. The tank
offensive however was all about speed, breakthrough and exploitation. It took place on a narrow
frontage with objectives often deep in the enemy rear area. Ideally mobile units would crash through a
hole in the German line rent open by an infantry offensive, then race as fast as possible towards their
objective. To minimise the complexity of the operation mobile forces usually went, quite literally,
straight forward and showed no proclivity to guard their flanks and rear. Obviously this gave the
Germans certain advantages when trying to stop such breakthroughs.
The ideal frontage on which a Russian rifle division would attack was 3 to 5km, which is 2 or 3
sectors in game terms. The frontage for a tank corps was 3 to 4.8km, which is (again) 2 or 3 sectors in
game terms.
German offensive doctrine was similar to the Russian tank doctrine. However the Germans stressed
the use of infantry and armour in close co-operation. The idea was that armoured formations acted as
a sword while the infantry acted as a shield. Whenever possible mobile units led the attack advancing
on a narrow front so as to maximise their impact and firepower upon the enemy. Once engaged
German forces would seek to bring about a fluid battle where their tactical mobility coupled with their
superior communications gave them an advantage over the lumbering Russian forces. At the strategic
level an attack by mobile forces would generally be an attempt to encircle the enemy, creating a
pocket of troops that would be surrounded and then liquidated. At Kursk the Germans attacked the
shoulders of the salient in an attempt to do just that.
The ideal frontage on which a German infantry division would attack was 4 to 5km, which is 2 sectors
in game terms. The frontage for a panzer division was 1.8 to 3km, which is 1 or 2 sectors in game
terms.
Defensive Doctrine
The Russians relied on the position defence, meaning that all non-mobile units would hold the
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frontline in a static manner while mobile units waited in theGorear APR to counter-attack
JUN JUL any German
👤 ⍰ ❎units
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resistance. A typical position would utilise fortifications, wire2011
25 to aid the defenders
that broke through. Defence was preferred in depth using mutually supporting strong points as centres
and mines
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26 Oct 2005 - 25 Jun 2012 2012 2013 ▾ About this capture
was constructed in such a way as to channel (and/or trap) an attacking force into an anti-tank killing
ground. The emphasis on destroying enemy armour was a result of the German practise of leading
attacks with mobile forces. The largest trap of this kind was the battle of Kursk.
The Germans preferred the mobile defence with less emphasis on fixed lines. This was because
although defence in depth was the ideal, the vast distances the Germans had to hold meant that such a
strategy was frequently just not possible. However, the mobile defence allowed greater flexibility in
the absorption of an attack and allowed the Germans to play up their strengths of tactical mobility and
communication. Where defence in depth was possible “belts” of defences were preferred often 6 to
8km deep (3 or 4 sectors in game terms). The advantage of this distance was that any Russians that
did penetrate the belt would almost certainly have strayed out of range of their supporting artillery.
There were, primarily, two signals the Russians gave off before an attack that usually alerted the
Germans and aided their defence. Firstly, Russian patrols in the area would increase by a noticeable
level. Secondly, and often days before the attack itself took place, the Russian artillery would move
up to the frontline and begin to register their targets. This meant actually firing rounds and observing
the fall of shot. Russian artillery barrages that proceeded an attack were often relatively ineffective as
the Germans would simply pull back prior to the barrage (having knowledge of where it was going to
hit and a general idea of when), allow it to pass, then reoccupy their positions again afterwards. This
was a vital advantage as the Russians could mass 200 to 300 guns per kilometre and had the capacity
to deluge an 80km square area (that’s 5 sectors wide by 4 sectors deep in game terms) with the fire
from 20,000 guns!
For both Russians and Germans the ideal frontage for a division to defend would be no more than
6km (3 sectors). For the Germans an average frontage would be more like 12 to 18km (6 to 9 sectors).
The following army lists represent typical, average or standard pattern formations. Deviation from
these patterns was the norm; this particularly applies to the Germans.
Rifle Division
9 x Infantry battalions – elite infantry could be Siberians, Mongolians, Paratroops or Guards
1 x Engineer infantry battalion
1 x 76mm artillery regiment
The infantry in this division moved on foot and the artillery was horse drawn
Infantry Brigade
3 or 4 Infantry battalions
1 x 82mm mortar battalion
1 x ATG battalion
The infantry in this brigade either moved on foot or were motorised. Foot infantry had horse drawn
assets, motorised infantry had truck moved assets.
Tank Corps
3 x T34 brigades
3 x Mechanised Infantry battalions
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The following army lists represent typical, average or standard pattern formations. Deviation from
these patterns was the norm, this particularly applies to the Germans.
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This table lists the actual tank strength (in battalions) of panzer divisions at Kursk
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Front Reserve:
1 x Su76 regiment
1 x 152mm artillery brigade
1 x 120mm mortar brigade
19th Tank Corps – 4 brigades, no assets
9th Tank Corps:
4 brigades
Rocket battalion
2 x Su76 regiments
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