RF. RED FACTORIES


ORDER OF PRESENTATION


1. Debris7. Culvert
2. Railway Embankment & GLRR8. Gully Entrance Hexside
3. Printed Rubble9. Storage Tanks
4. Wide City Boulevards10. Temporary Warehouses & Gutted Buildings
5. RF Factories11. RF Campaign Games
6. RF CellarsSSR

O.1 RF MAPS: Red Factories (RF) contains both Red Barricades (RB) and Red October (RO). Generally, the scenarios and CGs are distinguished between those happening on the RB maps and those on the RO maps. The four Map Sections included in the RF module are organized into two Map Groups; "RB" Red Barricades and "RO" Red October. The Map Sections overlap to form one continuous playing area. When the Map Group is not otherwise stated, each RF-map hex will be referenced by its two-letter Map Group abbreviation, followed by the hex coordinate (e.g., Red Barricades hexes RBH14 and RBII5).

O.2 RF SCENARIO SPECIAL RULES: Unless noted otherwise, all Chapter O rules and all RF SSR apply in all RF scenarios - both RB and RO CG and non-CG types.

RF1 EC & WIND: EC are Moist, with no wind at start [EXC: SSR CG3 (11.4)].

RF2 SEWERS: Sewer Movement (B8.4) is allowed. Russians may use it freely; Germans may use it only of a leader passes a 4TC (B8.4). A unit may use Sewer Movement to cross from one side of a gully to the other only if it ends its MPh in the Sewer Location of a gully-Manhole hex (e.g., hex RO K42). A unit entrenched in a Manhole Location (see SSR RF5 may not enter that hex's Sewer Location, since a unit may enter a Sewer only at the very start of its MPh (B8.4).

RF3 ROOFTOPS: Rooftops (B23.8) are in effect. Control of a Rooftop/Sewer Location never counts as Controlling a Building Location.

RF4 RIVERS & BRIDGES: The river (i.e., the Water Obstacle hexes along the east edge of the RO map and in the northeast corner of the RB map) is Flooded (B21.122) with a heavy current flowing south (B21.121). Hexes ROT3, ROY5 and RBCC31 contain a One-Lane (B6.431) wooden bridge; hexes ROAA45-AA46 contain a One-Lane stone RR bridge; all other bridges are two-lane stone.

RF5 PAVED ROADS & ROADBLOCKS: Hidden-Mines/Entrenchments (including A-T Ditches; B27.56) may be placed in a paved-road/Wide-City-Boulevard-(4.)/Railroad-(2.4) hex that also contains shellholes; mines set up thusly can attack regardless of whether or not the unit entering their Location is using the road rate/bonus. A roadblock may also be set up IN a gully or Culvert to block a gully/Culvert hexside. A roadblock IN a gully or Culvert may be crossed by Infantry only via a Minimum Move (A4.134), does not affect Bypass in adjacent Level 1 Locations, and for LOS purposes is treated as a wall at Level 0 (the level of a unit IN a gully on the RB/RO maps).

RF6 TRENCHES: Trenches (including A-T Ditches) are considered to "connect" (as per B30.8) to (but not through) all ADJACENT building/rubble Locations [EXC: only to the RF Cellar (6.21) if it exists in that hex; not to a Location that is rubbled during play of that scenario] and to all adjacent RF Cellar locations [EXC: if the ground level above the Cellar has been rubbled] (see also 6.21 and 6.6, last sentence). Infantry entering such a building/rubble Location need not pay an extra MF to leave the trench in that Location, but must still pay applicable building/rubble COT. Infantry leaving such a building/rubble Location need not pay an extra MF to enter a "connecting" trench. Infantry may not enter such a trench while using Bypass movement; nor may they use Bypass movement while in such a trench; nor may they exit such a trench to directly use Bypass movement. A unit entering/leaving a building/rubble Location via a "connecting" trench is not subject to Snap Shots as it does so, nor if entering/leaving a Cellar Location to/from such a trench, is the unit considered to be changing elevation for any purpose. Infantry may enter a Fortified Building Location as if that Location were not Fortified provided they enter it from a trench/AT-Ditch that is "connected" to that building Location.

RF7 ENTRENCHMENTS AND WIRE: Due to superior German aerial reconnaissance, Russian Entrenchments/Wire may not be set up using HIP.

RF8 RUBBLE LOCATIONS: A Rubble location is treated as a building for Rout (A10.51), Rally (A10.61), Ambush (A11.4) and Street-Fighting (A11.8) purposes.

RF9 GERMAN AIR SUPPORT: German Air Support, when available, is always in the form of Stuka M42 with bombs. The turn of arrival is determined per E7.2; the actual number received is determined per E7.21, plus one additional aircraft.

RF10 SNIPERS: All Locations [EXC: Aerial; IN a Sewer or Culvert] are eligible sniper target Locations. See also 5.82.

RF11 HAND-TO-HAND CC: Hand-to-Hand CC (J2.32) is allowed in all RF scenarios. Additionally, the DEFENDER may declare Hand-to-Hand CC provided all ATTACKER units were Ambushed and/or are Withdrawing/pinned. Hand-to-Hand CC by/vs PRC/vehicle(s)/pillbox-occupant(s) is NA.

RF12 OBA: For both sides: neither 150+mm OBA nor any Rocket OBA may fire Smoke; no OBA may fire WP; only MTR OBA and German 100+mm OBA may fire IR.

RF13 ATMM: ATMM (C13.7) are available to elite (only) German Infantry, but only on an ATMM check Original dr of 1 (i.e., no drm apply). The effects of an Original 6 remain unchanged.

RF14 NO QUARTER: No Quarter (A20.3) is in effect for both sides.

RF15 BOOBY TRAPS: Russians always have a Level C Booby Trap capability [EXC: in the CG they may increase it to Level A or B by CPP expenditure]. Booby Traps are active over the entire RB and RO maps, but are activated only by an appropriate German TC. Minefield factors may not be exchanged for Booby Traps. Germans have no Booby Trap capability.

RF16 TUNNELS: A tunnel entrance/exit may cross a cliff hexside provided the tunnel begins or ends in the lower-level hex and "crosses" that cliff hexside, and the Base level of that cliff hex is one level lower than that of the hex at the other end of the tunnel.

RF17 ON-MAP & OFF-MAP TERRAIN: All RF on-map terrain that is not in play in a given scenario, including on-map terrain located on RF map sections that are not designated as in play, remains in effect for movement and entry purposes. RF on-map terrain that is not in play in a given scenario also remains in effect for all game-play purposes, including but not limited to Street Fighting (A11.8), RF Cellars (6.) RF Rooftops (SSR RF3), Trenches (SSR RF6), etc. All terrain in the off-map area is considered Open Ground [EXC: half-hexes; A2.51]. Any road that exits off-map is considered, for the purpose of A2.51 to extend beyond the map edge either along the same lettered hexrow, or in hexes of the same coordinate, as that edge hex (depending on the configuration of the map hexgrid). The off-map road is considered of the same type (paved or dirt) as the road hex it is connected to on the map. For instance, paved roads extend off the north edge on the RB map along hexrows D, V and Y, and dirt roads extend off the east edge on the RB map along hexes with a coordinate of 38, 40 and 43.

RF18 STEALTH: All Good Order Russian elite and first line Infantry are Stealthy.

RF19 ASSAULT ENGINEERS & SAPPERS: The following MMC are Elite (A1.25) Assault Engineers (H1.22) and Sappers (B28.8): Russian 62-2-8 squads and their 3-2-8 HS, and German 85-3-8 squads and their 3-3-8 HS. MMC counters with a DC symbol have been provided to allow players to distinguish these units. The enhanced Smoke capability normally afforded an Assault Engineer squad is already reflected in the printed Smoke Placement Exponent, which may not be increased further. If a Russian Assault Engineer is Replaced, it loses all special capabilities for the remainder of the CG, even if it subsequently Battle Hardens.