Russian (players) force: 24 elements, distributed in 6, 7 or 8 units (players choice). ne unit
(4 stands ma!.) is a "uard unit e#uipped $ith %erdan rifles (see ne!t pa&e). 'he Russian force is deployed in the first ro$ of sectors of the east side (li&ht &reen area). (ollo$in& each Russian units mo)ement, roll for each undisco)ered *hill+ or *)illa&e+ $ithin 4 ,- from that unit: .lace 1d6 - 2 'ur/ish stands in a *)illa&e+ sector, .lace 1d6 - 3 'ur/ish stands in a *hill+ sector. (or e!ample, if player rolls a *6+ $hen chec/in& for enemy presence in a *)illa&e+ sector, a 4 stands stron& 'ur/ish unit is disco)ered. 0ach time a ne$ 'ur/ish unit is *raised+, a correspondin& to/en is added in the bo$l. 0ach 'ur/ish unit raised in a *hill+ sector is considered entrenched for combat purposes. 1hen a 'ur/ish to/en is pic/ed up from the bo$l, the correspondin& acti)ated unit is selected randomly2 then roll 3d6: that unit is successfully acti)ated if 4 4 is rolled, or 5 4 if the 'ur/ish force already sustained 8 losses or more. 6uccessfully acti)ated 'ur/ish units may perform one action, accordin& to the priority order belo$: 3) 7ounter4attac/: assault any understren&th foe $ithin 5 ,-, if ho$e)er the mo)ement is not hampered because of terrain or other units. 2) pen fire on nearest foe. 8f se)eral tar&ets are eli&ible, the selected one is chosen randomly. 'ur/ish units are rated *stubborn+2 thus they dont recoil in case of *e)en+ losses but loose one stand instead. ptional rule: 'ur/ish units may perform *support fire+ if ad9acent to an assaulted friendly unit or its assaultin& foe, and if successfully acti)ated. .layer $ins if he mana&es to cross the mountainous area and ta/e the )illa&e $est of the mountain before the end of turn 32, ha)in& destroyed e)ery 'ur/ish unit in the process. Quick reere!ce cards (the Russian "uard is considered *0lite+ (%6 4) and *7+ class unit) h""p#$$regles%&argames%mo!si"e-ora!ge%r 'Pri!" a!d Pla() *ou!"ers or "he +,- 'Shipka Pass) sce!ario