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HALL #4

The red barricades

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.

Description of Counters See original French rules


Type
Movement
Combat Value Indicates that the unit's CV is reduced to 1
Fantassin Mitrailleur

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).

1.1.2 – Command units


A German command unit is represented by a unit of fantassins or a unit of
mitrailleuses stacked with a “chef de section” marker. A “chef de section” marker
can be disassociated from the unit with which it is stacked (it cannot move by
itself). A “chef de section” marker that is eliminated following combat can return
to the game later on (see 4.1). There are no Soviet command units in the game.
1.1.3 - Hidden Soviet unit:
Only the Soviet player knows the values that appear on the back of his hidden
units. A Soviet unit loses its hidden status (and is turned to its back side) as soon as
it suffers a loss, fires, engages in close combat, or whenever the Soviet player
wishes. It can recover its hidden status during its activation (see 9.6).

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”.

5.2.1 – German battle order


5.2.2 - Soviet battle order
See original French rules
5.2.3 – Placement
Each player places his “Event” markers in his cup except the two Soviet markers
“Pénurie de munitions” (lack of munitions) (#13) and the 2 German markers
“Défense héroïque” (heroic defence) (#14).
The German player chooses 3 of the 4 proposed sections (“blue”, “violet”, “green”,
“black”) in his battle order. The section not chosen is removed from the game.
The Soviet player places his units first (one unit per hex) south of the Soviet
objective line. All the Soviet units begin the game face down.
The German player places his units second (one unit per hex) in his deployment
zone and defines a command unit (see 1.1.2) for each of his sections.
Finally, each player randomly draws an “Event” marker from his cup (this drawing
is secret and independent of the game phase described in 4.B).
5.2.4 – Victory Conditions
The German player wins if, at the end of turn 8, he meets the following conditions:
• there are no Soviet units north of the German objective line;
• the number of German units on or south of the German objective line is
greater than the number of Soviet units on or south of the same line.
Otherwise, the Soviet player wins the game.

5.3 - Scenario #2 “The beginning of the end”


February 2, 1943, after almost 4 months of bitter combats on the same square
kilometre of the zone of the weapons factory “Krasnaya Barrikady”, the Soviet
troops of the 45th division de fusiliers prepare to finish off the last German
defenders of the northern sector of Stalingrad.

5.3.1 - German battle order


5.3.2 - Soviet battle order
See original French rules

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.

6.3 – Events List


1 - “Sniper” (German) [x2]: During a German activation cycle, the German player
may attack a hidden Soviet unit located 5 hexes or fewer from a German unit with a
valid line of fire. He rolls 1d6 and for a result of 1-4 the Soviet unit loses its
hidden status (see 1.1.3). This cancels out the Soviet event “Infiltration”.
2 - “Charge de démolition” (Demolition charge) (German) [x2]: During the Close
Combat Phase, the German player applies a +2 DRM (die roll modifier) to the
close combat of his choice.
3 - “T-34 embusqué” (waylaid) (Soviet) [x1]: During the Reinforcements Phase,
the Soviet player places his “T-34” unit more than 3 hexes from all Germany units
and 4 hexes or fewer from the Soviet Deployment Zone (including inside this
Zone).
This Soviet unit has a movement capacity of zero (thus, it cannot be activated
in order to move), a CV of 3, rolls 3 times 1d6+1 (using the best result) when it
fires and can only be attacked through Close Combat (see 11).
Its CV is not diminished (exception in 12.1) and it is eliminated only if it
must retreat following a Close Combat. This unit counts for victory conditions.
4 - “Infiltration” (Soviet) [x3]: During a Soviet activation cycle, the Soviet player
can move a hidden unit without taking the Zones of Enemy Control into
consideration (see 9.3).
5 - “Défense héroïque” (Heroic defence) (Soviet) [x2]: During the Close Combat
Phase, the Soviet player cancels the obligation for his units to retreat in defence.
This does not apply to the “T-34” unit. Cancels out the German event “Panique”.
6 - “Vague humaine” (Human Wave) (Soviet) [x2]: At the end of a Soviet
activation cycle, the Soviet player may immediately begin one or more close
combats with the units he just activated.
7 - “Panique” (Panic) (German) [x2]: During the Close Combat Phase, after a
victorious close combat as the attacker, the German player forces the defending
Soviet units to retreat 3 hexes and he may advance his authorised units by an
additional hex (11.3 and 11.4). Cancels out the Soviet event “Défense héroïque”.
8 - “Sniper” (Soviet) [x4]: During a Soviet activation cycle, the Soviet player may
attack a German command unit located 5 hexes or fewer from any Soviet unit (even
a decoy) with a valid line of fire. He rolls 1d6 and for a result of 1-3 the “chef de
section” marker is removed from the map. Cancels out the German event
“Promotion immédiate!”.
9 - “Bombardment” (German/Soviet) [x2/x1]: During the Events Phase, the
German/Soviet player places the marker on the rose with its national symbol then
rolls 2d6: the first indicates the direction of the movement of the marker and the
second indicates the number of hexes to move. All units (German and Soviet)
located in this hex or an adjacent hex suffer a loss. If the marker leaves the map,
the event is canceled. This does not apply to a “T-34” unit.
10 - “Pénurie de munitions” (lack of munitions) (German) [x2]: the Soviet player
must apply a -1 DRM to all his fire for the duration of the current turn (to be used
during the Events Phase).
11 - “Promotion immédiate!” (German) [x2]: During a German activation cycle,
the German player defines the new command unit (see 1.1.2) of any section that is
lacking one by assigning it a new “chef de section” marker.
12 - “Kommissar Kaput!” (German) [x1]: During the Reinforcements Phase, the
Soviet player cannot convert his “Pertes subies” (losses suffered) points into
“survivants” (survivors) points. All “Pertes subies” points are lost.
13 - “Pénurie de munitions” (lack of munitions) (Soviet) [x2]: the German player
must apply a -1 DRM to all his fire for the duration of the current turn (to be used
during the Events Phase).
14 - “Défense héroïque” (Historical defence) (Soviet) [x2]: During the Close
Combat Phase, the German player cancels the obligation for his units to retreat in
defence.
15 - “Obstacle” (German/Soviet) [x3/x3]: During an activation cycle, the
German/Soviet player can attempt to cancel out enemy fire (see 10.3).
16 - “Trou de souris” (Mouse hole) (German/Soviet) [x2/x2]: During a
German/Soviet activation cycle, a German/Soviet unit may cross an interior wall at
a cost of 1 hex (see 9.4).

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.

7.3 – Non-commanded section


If a German section is activated without having a commanding unit, the units of
this section cannot move; they can only fire.

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!

9.5 – Distance from the leader


After the movements of a German section, each unit of the section must be located
2 hexes or fewer from the section's command unit. If for some reason a unit is
beyond this distance, it must move to meet this condition during its next activation.
The interior walls, the obstacles and the other units have no effect on this 2 hex
command radius.

9.6 – Hidden unit


A Soviet unit outside the EZoC can return to his hidden side if it is activated to
move and it remains in its hex. (scenario #1 only).
10 – FIRE
10.1 – Overview
An activated unit can fire at an enemy unit located in its line of fire. A line of fire
(line traced from the centre of the shooter's hex to the centre of the target's hex) is
blocked by an “Obstacle” marker or any unit in a hex (sides of hexes are excluded
in both cases) and by an interior wall.

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.

10.3 – Blocked shot


A player may attempt to cancel out the successful fire of an enemy unit by blocking
his line of fire by the “Obstacle” event (see 6.3, #15). For this, he rolls 1d6 and if
the result is less than the distance separating the shooter from his target (calculated
in 10.2), the shot is canceled (the unit that fired is still considered activated).
The player then places an “Obstacle” marker in the nth hex along the line of fire
starting from the shooter; n is the result of the d6. Once the “Obstacle” marker has
been placed, it cannot be moved or removed. By definition, it is impossible to
cancel a shot on an adjacent target.
Example (see below): A Soviet unit located 4 hexes from a German machine
gunner unit suffers a loss following fire. The Soviet player attempts to cancel this
fire with the “Obstacle” event and gets a 2 from his d6. The shot is therefore
canceled and an “Obstacle” marker is placed in the 2nd hex along the line of fire
coming from the German machine gunner unit. The latter can neither retreat nor
move.
11 – CLOSE COMBAT
11.1 – Overview
Close combat takes place between one or several hexes or units in attack and one
hex of units in defence adjacent to all the hexes of units in attack. A unit may only
participate in one close combat during the Close Combats Phase (4.D). Close
combats are resolved one after the other with no prior announcement.

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.

11.3 – Retreat and Advance after combat


If the final result is >0, all the defending units must retreat (together or separately)
1 or 2 hexes in the direction of their deployment zone.
If a defending unit retreats into an EZoC, it suffers an additional loss.
A defending unit may not retreat by crossing an interior wall.
If a defending unit cannot retreat, it is eliminated.
At least one attacking unit in the principal hex must advance into the abandoned
hex (including after the retreat of a Soviet decoy).
Attacking units outside of the principal hex may not advance into the abandoned
hex.
11.4 – German victory
In the case of victory of the attacking German player (only), he must first announce
if he is using a marker “Evènement - Panique” (#7); then, the Soviet player may
announce if he is using an “Evénement - Défense héroïque” marker (#5).
Example (see below): During the Close Combat Phase, the German player
launches an attack from 3 hexes adjacent to a hidden Soviet unit. For his principal
hex, he chooses the hex containing his command unit of CV = CCV = 3. His CCV
is augmented by 2 thanks to the two additional hexes in attack (CCV = 5), then
adds the result of 1d6 (=3) for a total score of 8. The Soviet player reveals his
hidden unit (CV = 3) then rolls 1d6 twice (= 1 and 4) for a total score of 4+3=7.
the final result is 8-7 = 1.
The Soviet unit suffers a loss (CV = 2) and retreats 2 hexes crossing an EZoC,
incurring a new loss (CV = 1). Following this retreat, the command unit in the
principal hex advances to the abandoned hex.

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.

12.2 – Hidden unit


A hidden Soviet unit that suffers a loss following a shot is returned to its visible
side; its CV is not reduced. In the case of a decoy, it is directly removed from the
game.

12.3 – Command unit


If a German command unit suffers a loss, the German player rolls 1d6: for a 1, the
unit also loses its command capacity (the marker “chef de section” is removed from
the map). If a German command unit with a CV of 1 suffers a loss, it is eliminated
and removed from the map as well as its “chef de section” marker.

13 - Soviet survivors (scenario #1 only)


Each time the Soviet player suffers a loss, it increases its “Pertes subies” (Losses
suffered) counter.
During the Reinforcements Phase, the player converts his “Pertes subies” points
into “survivors” points at a rate of 2 “Pertes subies” points for 1 “survivors” point
(with a maximum of 4 “survivors” points).
Then, he chooses from among his available machine gun units in his reserve (i.e.,
not yet on the map) his survivor units of which the total Combat Value may not
exceed the total “Survivors” points.
He must first take units with a CV equal to 2, then those with a CV of 1.
Finally, he places his new units in his deployment zone with a decoy counter (if
available), outside of all EZoC and replaces the marker in square '0' on the “Pertes
subies” row.
Any unused « survivors » points are lost.

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

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