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Hall #4 is an introductory war game that simply simulates the combats for the
control of one of the many buildings constituting the weapons factory “Krasnaya
Barrikady” (Red Barricade) in Stalingrad in the autumn of 1942. 1d6 and two
cups are required for the resolution of certain actions in the game. The counters
furnished in the game are an absolute limit.
Design note: The forces are intentionally classic (even exaggerated) in order to
offer players two different game styles.
1 - OVERVIEW
1.1 – Units
Each counter (unit) represents a combat group of ten soldiers. The background
colour indicates its nationality: grey for German units and brown for Soviet units.
A unit is characterised by its type (outline on the counter: fantassins [infantry] or
mitrailleuses [machine gunners], its Combat Value (CV) indicated on the left, and
its movement capacity (given in hexes) indicated on the right.
1.1.1 - Germans
The German troops are organised by sections («vert», «noir», «bleu», «violet»)
defined at the beginning of the game (see the battle orders for each scenario).
The back side of a German unit represents this unit with its CV reduced by 1,
compared to its front side, following a combat loss. The back of a Soviet counter is
neutral and indicates that this unit is hidden (see 1.1.3).
1.1.4 – Soviet decoys: Some Soviet counters are decoys and not combat units. As
long as the front side is concealed, they are treated like hidden units. Once they are
uncovered (turned to the front side), they are removed from the map (they can
return to the game later on). They are not counted in victory conditions.
2 – ZONE OF CONTROL
A unit (including a Soviet decoy [leurre], see 1.1.4) exerts a Zone of Control (ZoC)
over the 6 hexes surrounding it if it has a line of fire (see 10.1) toward these hexes.
3 – THE MAP
The map represents the partially destroyed hall #4 of the industrial zone called “the
Krasnaya Barrikady weapons factory”. All the hexagons (hexes) are of the same
nature and represent approximately 20 metres of terrain.
The interior walls of the factory (represented by red brick lines) block the lines of
fire and prohibit close combat. They have no effect on the German command rule
(see 9.5). They can be crossed in certain conditions (see 9.4). A unit in a hex cut
by a wall is always located at the centre of this hex.
The German zone of deployment is indicated by light grey hexes; the Soviet zone
of deployment by light red hexes. The objective line of the German player is
indicated by a line of hexagons hatched in blue and that of the Soviet player by a
line of hexagons hatched in red.
4 - GAME SEQUENCE
Hall #4 is played in eight turns depending on the scenario. The front/back of the
Turn marker has no effect. Each game turn represents approximately 15 minutes of
real time during which periods of combat and periods of observation of/searching
for the opponent. A game turn comprises several phases that must be executed in
the following order.
4.1 – Game sequence
A - Reinforcements Phase (does not apply on turn 1)
• The Soviet player converts his “Pertes subies” (losses suffered) points into
“survivants” (survivors) points then into reinforcement units (see 13), to
which he adds a decoy (leurre) counter.
Exception: There is no decoy counter if no reinforcement unit is generated.
• The Soviet player places his reinforcements (decoy included) face down in
the deployment zone.
• The German player defines the new command unit (see 1.1.2) for the
sections without one by adding a new “chef de section” marker.
B - Events Phase
• Each player chooses at random an “Evènement” (Event) marker in his
respective cup (see 6).
C - Activation Phase
The 2 players alternately activate their units, the German player first, for a
maximum of 3 cycles. The number of cycles must correspond to the number of
German sections present on the map (thus, if there are only 2 German sections on
the map, there will only be 2 Soviet activations; moreover, the German player
cannot pass a cycle).
• First Cycle:
Activation of a German section
- The units of the section can move or shoot individually in the order chosen
by the player.
- Afterward, all the activated units are pivoted 90° as a reminder (see 7.2).
Soviet Activation
- The Soviet player activates 0-3 Soviet units that can move or shoot
individually in the order chosen by the player.
- Afterward, all the activated, non-hidden units are pivoted 90° as a reminder
(see 7.2).
• 2nd Cycle: Same as 1st cycle.
• 3rd Cycle: Same as 1st cycle.
D- Close Combat Phase
• German units adjacent to Soviet units can engage in close combat
(respecting the limits indicated in 11.1).
• Soviet units adjacent to German units can engage in close combat
(respecting the limits indicated in 11.1).
E – End of Turn Phase
• All units are reorientated normally. The turn marker is advanced one spot,
except if this is the last turn in which case the players check to see if the
victory conditions for the scenario are met.
5 - GAME SET-UP
5.1 - Overview
The 2 players agree on which of the two scenarios to play and then follow the
instructions.
Given the limited number of counters and the need to offer a complete battle order
for all the German sections, if the German player chooses the “black mitrailleuses
(machine guns) section, he may not choose the “green” section. Scenario #2 is the
most simple (no hidden units and fewer events) and the most frontal; scenario #1
offers more options for both players.
5.2 - Scenario #1 “Victory in sight”
October 16, 1942, the German 389th infantry division prepares to embark upon
capturing the last northern sector of Stalingrad still in Soviet hands. After a
promising morning (despite substantial losses), elements of the 377th infantry
regiment reach the northern facade of hall #4 of the weapons factory “Krasnaya
Barrikady”.
5.3.3 – Placement
Each player places his “Event” markers in his cup with the following exceptions:
the German player removes from the game the two “Sniper” markers (#1), the two
“Panique” markers (#7), the two “Bombardement” markers (#9), the “Kommissar
Kaput!” marker (#12) and the two “Pénurie de munitions” (lack of munitions)
markers (#10).
The Soviet player removes from the game the marker “T-34 embusqué” (waylaid)
(#3), the three “Infiltration” markers (#4), the two “Défense héroïque” markers
(#5), two “Sniper” markers (#8) and the “Bombardement” marker (#9).
The German player chooses 3 of the 4 proposed sections (“bleu”, “violet”, “vert”,
“noir”) in his battle order. The section that is not chosen is removed from the
game.
The German player places his units first (one unit per hex) north of the German
objective line and defines a command unit (see 1.1.2) for each of his sections.
The Soviet player places his units next (one unit per hex) in his deployment zone.
All Soviet units begin the game face up.
Soviet units cannot attain hidden status (rule 9.6 does not apply).
The Soviet player receives no reinforcements (rule 13 does not apply).
Finally, the Soviet player (only) draws an “Evènement” (Event) marker from his
cup (this draw is secret and independent of the game phase described in 4B).
5.3.4 – Victory Conditions
The Soviet player wins if he has met one of the following conditions at the end of
turn 8:
• there are no German units south of the Soviet objective line;
• the number of Soviet units on or north of the Soviet objective line is greater than
the number of German units on or north of the same line.
Otherwise, the German player wins the game.
6 – EVENTS
6.1 – Overview
Each player begins the game turn by randomly drawing an “Evénement” (Event)
marker from his cup. He keeps this marker secret until he uses it. Certain
“Evénement” markers can be used for their own effect or to cancel out the effects
of a specific adverse “Evénement” marker (see following description).
6.2 – Usage
During each game turn, each player may use at most two “Evénement” markers.
The description of each “Evénement” marker indicates when it must be played. To
cancel out an adverse marker, it must be played immediately after that marker.
After its use, an “Evénement” marker is definitively removed from the game.
Unplayed “Evénement” markers are conserved from one turn to the next.
7 - ACTIVATION
7.1 – Overview
A unit may only be activated once during the Activation Phase with the exception
of hidden Soviet units which can be activated during each activation cycle
(therefore up to three times during the Activation Phase).
7.2 – Actions
During its activation, a unit may move or fire, but not both. Following its
activation, it is pivoted 90° as a reminder.
8 - STACKING
The stacking limit in a hex is based on the CV of the units that are present and
cannot exceed a CV = 3 (combined). In this precise case, a hidden Soviet unit
(decoy included) is considered to have a CV = 3. This limit is applied at the end of
each activation cycle (German and Soviet) as well as at the end of each close
combat (after retreat).
9 - MOVEMENT
9.1 – Overview
During its activation, a unit may move a number of hexes less than or equal to its
Movement Capacity (see 1.1).
9.2 – Non-commanded unit
A German unit belonging to a section lacking a command unit may not move
during an activation cycle.
9.3 – End of movement
A unit must stop its movement as soon as it enters an enemy ZoC (EZoC). A unit
cannot enter a hex containing a marker “Obstacle” or an enemy unit.
Note: A unit that begins its movement in an EZoC may advance to an adjacent hex
as well as to an EZoC where it must stop.
9.4 – Interior wall
A unit that wants to cross an interior wall must roll 1d6 after announcing its
intention. The result of the d6 indicates the cost of this crossing in the number of
hexes (the cost includes the hex of arrival). If this cost exceeds the unit's remaining
movement capacity, the unit's movement stops in the current hex.
Example 1 (see below): A German infantry unit (movement capacity = 3 hex)
moves one hex to be adjacent to an interior wall. The German player rolls 1d6
and gets a 1. This unit may advance to the adjacent hex by crossing the interior
wall (cost = 1 hex) and finish its movement by again moving one hex.
Example 2: A Soviet infantry unit (movement capacity = 3 hex) begins its
movement adjacent to an interior wall. The Soviet player rolls 1d6 and gets a 3.
This unit may advance to the adjacent hex by crossing the interior wall (cost = 3
hexes); its movement ends in this hex.
Example 3: A German infantry unit (movement capacity = 3 hexes) moves one hex
to be adjacent to an interior wall. The German player rolls 1d6 and gets a 4. This
unit cannot advance to the adjacent hex by crossing the interior wall (cost of 4
hexes) because its remaining movement capacity is 2 hexes. Its movement ends in
the current hex.
Design note: While it is fairly simple to define the general topology of the hall in
question, it is virtually impossible to know where the openings on the inside the
building were. The accepted solution is that these interior walls are potentially
crossable everywhere, due to the collapse of part of them following the combats.
The openings at the extremities of the building avoids any risk of imprisonment for
the unfortunate units. Finally, for reasons of simplicity, no record is kept of the
sides of hexes crossed by the units. Some may find passage in the rubble while
others don't notice!
10.2 – Procedure
The shooter rolls 1d6 and the target suffers a loss (see 12) if the result of the d6 is
greater than the distance separating the shooter from its target (counting the hex of
the target but not that of the shooter).
If the shooter is unit of machine gunners, the concerned player rolls 1d6+1 twice
and applies the better result.
If the target is a hidden Soviet unit, the German player subtracts 1 from the result of
each of his d6.
By definition, it is impossible to shoot at a target located more than 6 hexes away.
Design note: After several weeks of bombardment, the halls of the factories of
Stalingrad were full of twisted beams, collapsed ceilings, gutted machines, etc.
Visibility was reduced as was the range of fire of the infantry. In addition, in this
particular environment, the fire of a group of 10 infantrymen was no more efficient
that that of a group of 30 and so the combat value is not taken into account (this
still holds today). This simple rule accounts for this chaotic environment.
11.2 – Procedure
The attacker chooses his principal hex to lead the combat among all the hexes
containing attacking units.
He totals the CV of the units occupying this principal hex to obtain his Close
Combat Value (CCV).
Each additional hex of attacking units adds a bonus of +1 to the CCV.
The attacker rolls 1d6 and adds the result to his CCV to get his score.
The defender rolls 1d6 and adds the CV of all his defence units; if the defending
unit is a hidden Soviet unit, the Soviet player turns it to its visible side, rolls 1d6
twice and takes the better result and adds it to its CV (in the case of a decoy, there
is no combat).
The score of the defender is subtracted from the score of the attacker and the final
result is translated into losses in the following manner:
• if the final result is > 0, a defending unit (defender's choice) suffers 1 loss.
• if the final result is = 0, an attacking unit (attacker's choice) in the principal
hex and a defending unit (defender's choice) each suffer 1 loss.
• if the final result is < 0, an attacking unit (attacker's choice) in the principal
hex suffers 1 loss.
12 - LOSSES
12.1 – Overview
When a non-hidden unit suffers a loss, its CV is reduced to 1 (the counter is turned
to its back side or replaced by a counter of the same type with an adequate CV).
Exception: The CV of Soviet unit “T-34” is never reduced (see 6.3, #3).
A unit with a CV = 1 that suffers a loss is eliminated and removed from the map.
CREDITS
A game by Laurent Closier
Counters: Christophe Camilotte and Pascal da Silva
Map: Pascal da Silva
Layout: Nicolas Stratigos
Testers: Max Boulesteix, David Chauvel, Yves Colombo, Florent Coupeau,
Arnaud Delaunay, Laurent Guenette, Eric Halley, Arnaud Moyon, Olivier
Wattebled
Translation from French: Elisa Doughty