Winter Rules
These rules are meant to be played with the standard scenarios and care was taken to not
unbalance them. Using a rule which doubles the number of movement cards required to move
would unbalance the game unless the number of decks were increased. I've opted to picture
each battle as taking a longer time to complete in real life but requiring the same number
of decks called for in the standard scenario. This means that each movement card represents
a longer interval of time, so movement becomes more perilous as men are more vulnerable to
enemy fire while moving slower.
Deep Snow
1. Non-ordnance attacks against a moving group not in Buildings have their
Effect modified by +1.
2. Ordnance attacks against a moving group not in Buildings have their
To Hit number improved by +1; i.e. 0 becoming 0-1, 1 becoming 0.
3. Mortar and Artillery attacks have their Effect modified by -1.
4. Minefield attacks have their Effect modified by -1. Minefields can only
be removed with a Black RNC greater than the printed Strength on the card.
5. Entrenchment attempts are only successful on a RNC of 2.
6. All movement cards are considered Ford cards; i.e. Streams can be automatically
forded with any movement card.
7. Marsh can be exited by playing only one sideways movement card.
Wire can be discarded on a group in Marsh but only if the group is moving.
8. AFVs check for Bog in Gully, Woods, Stream, and Wire with a 1 column
leftward shift.
9. If a scenario specifies that a squad has Winter Camouflage, then rules #1 and #2
do not apply to that squad.
Extreme Winter
All Deep Snow rules apply plus the following:
1. All non-Russian/non-Finnish weapons have their breakdown range increased by one;
i.e., x6 becoming x5-6, x5-6 becoming x4-6.
2. AFVs check for Bog in Gully, Woods, Stream, and Wire with a 2 column
leftward shift; All other terrain except for Buildings requires a Bog Check
with a 3 column rightward shift. Buildings do not require Bog checks. AFVs
must always check for Bog when overruning unless its target is in Buildings.
No changes to Marsh with respect to AFVs.
3. Entrenchment attempts cannot be made; however a group can begin a scenario
entrenched if the scenario special rules specify.
4. The ROUT value on the back of each non-Finnish PC is increased by 1; i.e. it
is more likely that a KIA will result.
5. Infiltration attempts receive a 1 column rightward shift.
6. A wounded man must draw a Black RNC greater than 0 in order to survive at
the start of each deck.
Falling Snow
These rules can be combined with Deep Snow or Extreme Winter or without
either of them.
1. Non-ordnance attacks have their Effect modified by -1.
2. Ordnance attacks have their To Hit number worsened by -1; i.e. 0 becoming
1, 1 becoming 2.
