V. VALOR OF THE GUARDS

ORDER OF PRESENTATION

1. Debris 7. Gutted Buildings
2. Lumberyards 8. Cellars
3. Railroads 9. Fountains
4. Rail Cars 10. City Squares
5. Printed Rubble 11. Volga Piers
6. VotG Factories 12. VotG Campaign Games
Terrain ChartRefit Phase

V.1 RED BARRICADES RULES: Rules V1-V8 reference some Chapter O rules from Red Barricades. The necessary Chapter O rules are reprinted after Chapter V.

V.2 NARROW STREET: The Narrow Street rules in B31.1 apply normally, with the following changes.

V.3 VALOR OF THE GUARD SCENARIO SPECIAL RULES: Unless otherwise noted, all SSR below apply in all VotG scenarios - both CG and non-CG type.

VotG1. EC are Dry, with no wind at start. Kindling is NA.

VotG2. SEWERS:1 Sewer Movement is allowed. Russian MMC may only use Sewer Movement if they are accompanied by a leader or hero that first passes a NTC; Germans may use it only if an accompanying leader passes a 4TC. A unit entrenched in a Manhole Location (see SSR VotG5) 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).

VotG3. ROOFTOPS: Rooftops (B23.8) are in effect. Control of a Rooftop or Sewer Location never counts as Controlling a building Location.

VotG4. RIVER/BOATS: The river (i.e., the Water Obstacle hexes in the eastern portion of the map) is Flooded (B21.122; B21.21) with a Heavy current flowing from north to south. Assault Boats (E5) have 4MP and may transport ≤ 15PP. Assault Boats are immune to Straying (E1.53).

VotG5. FORTIFICATIONS: Due to German aerial reconnaissance, Entrenchments/Wire given-in/purchased-for any Russian OB may not be setup using HIP. Hidden Mines/Entrenchments (including A-T Ditches; B27.56, O11.621) may be placed in a paved-road 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.

VotG6. TRENCHES: Trenches (including A-T Ditches) are considered to "connect" (as per B30.8) to (but not through) all ADJACENT building/rubble Locations [EXC: not to a Location that is rubbled during play of that scenario] (see also O6.21 and O6.6, last sentence). Infantry entering such a building/rubble Location need not pay any 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. A vehicle must pay the appropriate MP-costs/penalty to cross a trench while using VBM; hence those vehicle types not allowed to cross a trench may not do so while using VBM. Infantry may enter a Fortified Building Location as if that Location were not Fortified provided they enter it from a trench/A-T Ditch that is "connected" to that building Location.

VotG7. ROADBLOCKS: Due to roadblocks being haphazardly constructed, in any scenario that takes place on September 14th a -2 DRM applies to all roadblock clearance attempts (B24.76) and any fully-tracked AFV may attempt to clear a roadblock by expending half of its movement allowance (FRU) to cross the roadblock hexside and passing a Bog Check with a +2 DRM (cumulative with other Bog Check DRM). Failing the Bog Check leaves the roadblock intact and the AFV bogged in the hex it was attempting to exit.

VotG8. RUBBLE: Stone rubble is treated as a building for Rout (A10.5), Rally (A10.61), Ambush (A11.4) and Street Fighting (A11.8) purposes.

VotG9. GERMAN AIR SUPPORT: German Air Support, when available, is always in the form of Stuka M42 with bombs. The actual number received and their turn of arrival is still determined as per E7.2-7.21 unless specified otherwise by SSR.

VotG10. HAND-TO-HAND CC: Hand-to-Hand CC (J2.31) may be declared by both sides. Additionally, the DEFENDER may declare Hand-to-Hand CC provided all ATTACKER units were Ambushed or are Withdrawing/pinned. Hand-to-Hand CC by/vs PRC/Vehicle(s)/pillbox-occupant(s) is NA.

VotG11. 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 dr remain unchanged.

VotG12. 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.

VotG13. NO QUARTER: No Quarter (A20.3) is in effect for both sides.

VotG14. TUNNELS: Fortified Building Locations may not be exchanged for Tunnels (B8.6). Tunnels are only available by SSR or CG purchase.

VotG15. BOOBY TRAPS: Russians always have a Level C Booby Trap capability (B28.9) [EXC: in the CG they may increase it to Level A or B by CPP expenditure]. Booby Traps are active over the entire VotG map, but are activated only by appropriate German TC. Minefield factors may not be exchanged for Booby Traps. Germans have no Booby Trap capability.

VotG16. STEALTH: All Good Order Russian Elite and 1st Line Infantry are Stealthy (A11.17).

VotG17. INTERROGATION:2 Civilian Interrogation (E2.4) is in effect; the Russian is considered to be in a friendly country and the German in a hostile country.

VotG18. AA HALFTRACKS:3 German SdKfz 10/5 AA halftracks using IFE (C2.29) may participate in a multi-unit FG as if they were armored halftracks (D6.64). An SdKfz10/5 may enter a Debris Location in the same manner as a fully-tracked AFV (O1.2), albeit at an increased risk for Bog (D8.21).

VotG19. AMMUNITION SHORTAGE: Due to supply problems affecting the German 6th Army, in any scenario that takes place from September 18th to September 27th (inclusive), all German 81* MTR, 50L and 75L MA/Guns suffer from Ammo Shortage penalties (A19.131, D3.71) and all German 80mm and 100mm OBA modules automatically have Scarce Ammunition (C1.211).

VotG20. RADIOS: All Russian AFVs are Radio Equipped (D14).

VotG21. OFF-MAP ROADS: Any road exiting a map edge on the VotG map is considered, for purposes of A2.51, to extend off that map edge along that lettered hexrow (if off the north or south edge), or in hexes of the same coordinate (if off the west edge). The off-map road is considered to be of the same type (paved/dirt) as the road hex it is connected to on the map. All terrain in the off-map setup area is still considered Open Ground; all on-map terrain that is not in play in a given scenario remains in effect for "offboard" movement entry purposes during that scenario. If units are set up to enter (as per A2.51) they must enter during that Player turn or be forfeit [EXC: in the VotG CG such unentered units may not enter during that scenario but are Retained for the next CG scenario].

VotG22. NKVD MMC:4 Russian NKVD personnel are represented by 6-2-8/3-2-8 MMC with a hammer and sickle symbol in the upper right corner. NKVD MMC are 2nd Line troops (A1.25), have an ELR:5 and an underscored Morale (A19.13), as well as an increased broken Morale Level. NKVD MMC receive a -1 Heat of Battle DRM (cumulative). An NKVD MMC that Battle Hardens becomes Fanatic. When Field Promotion occurs (A18), a NKVD MMC will create a Commissar (A25.22, VotG23); use the following table to determine the type of Commissar (if any) received.

Leader Creation (NKVD MMC only)
die rollCommissar CreateddrmCause
≤ 6None-1CC vs AFV or per odds column < 1:1
4,58+1
2,39-0-1Base unit was Fanatic
≥ 110-0+1Base unit was broken

VotG23. 8+1 COMMISSAR: A new type of Commissar of lesser quality is included in certain VotG scenarios and CG, represented by an 8+1 SMC. Normal Commissar rules apply (A25.22) [EXC: A Russian leader may never be replaced with an 8+1 Commissar].

VotG24. ASSAULT ENGINEERS: Assault Engineer MMC are represented by Russian 62-2-8/3-2-8 and German 85-3-8/3-3-8 MMC that have a DC depiction in the upper left corner. Assault Engineer MMC are Elite Class troops (A1.25) and have their CCV (A11.5) increased by +1. The enhanced Smoke capability normally afforded an Assault Engineer squad (H1.22) is already reflected in the printed Smoke exponent, which may not be increased further. Assault Engineer MMC are also Sappers (B28.8). If a Russian Assault Engineer is Replaced, it loses all special capabilities for the remainder of the CG, even if it subsequently Battle Hardens. All references to 8-3-8s/3-3-8s refer to these Assault Engineer and Sapper MMC.

VotG25. NIGHT:5 All non-Heroic German Personnel are Lax at night. The Germans do not receive the 25% HIP normally afforded the Scenario Defender (i.e., the first sentence of E1.2 is NA); rather, they may be given HIP as specified by SSR or by expending FPP during the Fortification Purchase step of a CG Refit Phase (12.623).