Rules

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DavidFaust
Posts: 888
Joined: Sat Sep 04, 2004 8:30 am
Location: Australia

Rules

Post by DavidFaust »

I have not played WIR for some time but I am intrested in knowing what are the most common rules in use now?

Thanks in advance
TDV
Posts: 117
Joined: Wed Nov 07, 2001 10:00 am

RE: Rules

Post by TDV »

1) A corps can only change its commanding HQ before it has been special supplied. No changing the name of a corps or army then supplying it again. No unit may be special supplied within one corps or army then transferred to another corps or army and special supplied again.

2) No HQ may launch more than two missions of the same type, per turn. No single enemy target may be attacked by air more than 3 times per turn.

3) To plot more than 2 hexes of movement an armored Korps/Army must be composed of AT LEAST TWO Panzer, Tank, Motorized, PanzerGrenadier (PZG), Mechanized or Cavalry Divisions FOR EVERY ONE non-mobile Division. If an armored Corps does not have the minimum amount of mobile Divisions in it, it may only plot 2 hexes as if it were an infantry Korps/Army.

4) All Soviet HQ's within 3 squares of the eastern edge of the map, are considered to be "beyond the Urals" and MAY NOT be attacked by player directed air missions, such as airfield attacks. The air groups in these HQ's can't fight however, they must be in training mode only. This rule no longer applies once the HQ has one or more enemy korps within 3 hexes of it or if the Soviet player notifies the German player to waive immunity.

5) Finnish forces MAY NOT attack Leningrad (40,7), the minor city north of Leningrad or its supply hex (41,6). The Soviets are required to garrison Leningrad with a MINIMUM of 3 Divisions even though Finland may not attack. If the Germans capture Leningrad, Finnish forces are allowed to enter Soviet territory and engage in combat but they must remain on or above the 12th parallel.

6) The Alt-H command can only be used to HQ hierarchies in the following manner. For the Soviets, it can be used to set up four big fronts – North Western, Western, South Western and Southern each which will command four or more lower HQs. These big fronts will roll up to STAVKA. RVGK will also roll up to STAVKA.

7) When a ground unit enters an enemy controlled mountain or swamp hex, it must stop and can't attack further (even when advancing). Under blizzard conditions, the swamps are frozen and are clear terrain. An infantry unit can move normally in mountains if the number of mountain divisions are at least equal to the number of infantry divisions.

8) Usage of naval transportation is limited to 3 stack points per turn.

9) No use of stacked HQs as front line units. No use of stacked Panzer Korps (No Pzkrps, Tank Army or Shock Army can have more than 2 Pz divisions or Tank divisions) in '41 and '42.

10) A unit that begins the turn unsupplied, supplied by air, can only move backwards, to its own lines. It cannot advance further into enemy lines.

11) The game may only be saved after combat resolution to avoid "double production".

12) No change in production allowed. Production is Computer controlled.
OR Germans can change 1 tank+1 aircraft factory from June 1941 and Soviets 2+2.


13) No Hungarian, Rumanian, or Finnish units may be sent to the West or Italian Front HQs. No Italian units may be sent to the West Front HQ.

14) No player can engage its aircraft in false airlift missions in order to gain experience

15) Units out of supply behind enemy lines (no friendly supplied units within 10 hexes) must be destroyed by the other player within 2 turns of being notified by the owning player.

16) The Soviet player has to inform the German player if factories are captured – type and quantity.

17) Units advancing across an enemy controlled river hex must stop all movement for one phase (can still perform static attacks from the bridgehead) unless it was a bridge hex (one rail connected to the same rail line across the river – in which case the movement is normal). This rule does not apply when rivers are frozen.

18) - Airlift operations are allowed as follows:
Clear Rain Snow
City and Clear hexes only City hexes only City, Clear and Swamp hexes only

No airlifts are allowed during blizzard turns.

19) Panzer and Tank Armies lose one plotting phase when entering a woods hex or minor/major city hex. Example – Panzer moves into a clear hex and then attacks into a woods hex and then moves again into clear hexes. Plotting would look like 66066.
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Rasputitsa
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RE: Rules

Post by Rasputitsa »

If it helps here are all the changes made since Matrix took over WIR after ver. 2.0. [:)]
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daveja vu
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Joined: Thu Nov 29, 2007 1:06 am

RE: Rules

Post by daveja vu »

There is another rule I like to use: All cities, particularly large ones, must be garrisoned. Cities that are threatened by an offensive must have a full-strength garrison in them (at least three rifle and one artillery division, plus tanks and independent brigades if possible), and they MAY NOT BE ABANDONED until the supply level drops to zero (which may be too late, but oh well, that was often the reality). This reflects the "not one step back" and "hold at all costs" mentality that both sides often had during critical points in the conflict. It's also a reminder that even though as supreme commander we may see on the map the tactical necessity of abandoning a city that cannot be held (like Kiev during 1941) and not wasting valuable material, the political realities often would not allow such measures, particularly when you factor in the cost to the civilian population.
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