Panzer Grenadier Battles on September 21st:
Arctic Front Deluxe #20 - Iron Ducklings Invasion of Germany #14 - On the Donnerberg
Edelweiss #17 - Gandin's Attack Counter Attack #46 - Flanked
Edelweiss IV #30 - Gandin's Attack Counter Attack #47 - The Night Road
Edelweiss: Expanded #22 - Gandin's Attack North of Elsenborn #9 - On the Donnerberg
First Axis #27 - Retreat from Turiec
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Fronte Russo: CSIR Operations, 1941-1942

Fronte Russo boxcover
Designers Ricchi,
Striuli
Game Type Expansion
Format Book
Release Date 2007-06
Availability In Print
Scenarios 47
Counters 165
Counter Type Die-cut
Maps 0
Immortalize yourself as the first member to complete this game!
Overall Rating, 80 votes
5
4
3
2
1
3.66
Expansion Rank: 22 of 74
Popularity: Ownership & Activity
Status Owned by 36% Played by 14% AAR'd by 12% Medaled by 0%
Rank 13th of 99 15th of 92 19th of 89 TBD
Expansion Game Requirements & Playability
47/47 Fronte Russo
46/47 Eastern Front
24/47 Road to Berlin
5/47 Red Warriors
5/47 Battle of the Bulge
4/47 Afrika Korps
3/47 Sinister Forces
2/47 Edelweiss: Expanded
1/47 Desert Rats
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Balance:



Overall balance chart for Fronte Russo
Total
Side 1 34
Draw 10
Side 2 34
box back

After costly failures in France, Greece and North Africa, Italian dictator Benito Mussolini made one final attempt to salvage Italy's military reputation. When Germany invaded the Soviet Union in 1941, the Italian army formed some of its best units into the Corpo di Spedizioni Italiano in Russia. or CSIR.

Fronte Russo is a Panzer Grenadier scenario book that covers the full history of the CSIR from 1941-1942 with 41 new scenarios and 165 new playing pieces. Designers Ottavio Ricchi and Lorenzo Striuli have also provided extensive articles on CSIR's formation, a full history of its campaigns, its weapons and equipment, and designer's notes and bibliographies for further reading.


Display Scenario List (47)

Scenario Plays AARs Rating
01. First Action 10 5 3.7
02. Zaritschanka: Seizing the Bridgehead 3 1 4
03. Zaritschanka: Expanding the Bridgehead 1 0 3
04. Zaritschanka: The Bloodiest Day 1 0 3
05. Breakout from Kamenka 0 0 0
06. Fall of Petrikovka 12 8 3.8
07. Pavlograd Bridgehead 6 3 3.7
08. The Suchije-Jaly River 4 1 4
09. Potemkin Village 4 2 3.5
10. Rescuing the 80th 2 2 4
11. Sinister Forces 3 1 4
12. Gates of Chazepetovka 1 1 4
13. Suicide Squeeze 0 0 0
14. Bulawin Station 3 0 4.5
15. The Christmas Battle: Blackshirts Under Attack 1 1 4
16. The Christmas Battle: The Center 2 1 3
17. The Christmas Battle: Right Flank 2 1 3.7
18. The Reserves Enter Action 1 0 4
19. The Push to the Left 2 0 4
20. Germans in Action 0 0 0
21. Flanking Attack 2 1 3.5
22. A Bad Start 2 1 3
23. Barbo' Group 0 0 0
24. Last Battle for Hill 331.7 3 1 4
25. Self-Confidence 2 2 2.5
26. To the Point of Conceit 0 0 0
27. Serafimovich: Day One 1 1 5
28. Serafimovich: Day Two 0 0 0
29. Serafimovich: Day Three 0 0 0
30. Clearing the Woods 0 0 0
31. Serafimovich: on the Defensive 0 0 0
32. August in Flames 1 0 3
33. A Weak Response 0 0 0
34. A Deadly Embrace 0 0 0
35. Widening the Breach 0 0 0
36. Lancieri di Novara at Jagodny 3 2 3.7
37. Forward Once Again 0 0 0
38. A Coordinated Push 0 0 0
39. "Epic Beauty" 1 1 4
40. Danger at Bachmutkin 2 0 2.5
41. Ring of Fire 1 1 5
42. Chiaramonti's Column 1 0 3
43. Voroshilova Struggle 1 1 2
44. Blackshirts Ambushed 0 0 0
45. The Fall of Tcheboratevsky 0 0 0
46. The Defense of Bolshoy 0 0 0
47. A Costly Counterattack 0 0 0

Display Order of Battle

Germany Order of Battle
Fallschirmjager
Heer
  • Motorized
Luftwaffe
  • Foot
  • Towed
Italy Order of Battle
Milizia Volontaria per la Sicurezza Nazionale
Regio Esercito
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Motorized
Guards
NKVD
  • Towed

Display Relevant AFV Rules

AFV Rules Pertaining to this Game's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Errata (20)

20 Errata Items
Errata item for Shad

Tankettes are AFVs.

(Shad on 2010 Apr 29)
Scen 6

Give 9th Pasubio one tank leader.

(Shad on 2010 Apr 29)
Scen 7

Special Rule 3 should read: "Visibility turn/hexes: 12/10, 13/8, 14/6, 15/4, 16/2, 17/4, 18/6, 19/8, 20/10." (thus, for turns 21-26, visibility reverts to 12).

(Shad on 2010 Apr 29)
Scen 10

Soviet Troops CAN NOT set up in the town on Board 2. Only outside. This is to represent the 80th (who are not on the board in counters) holding the centre of the town. During the game the Soviets can only enter town hexes on board 2 that are edge of town hexes.

(Shad on 2010 Apr 29)
Scen 24

Delete the note that says to treat all river hexes on board 2 as gullies.

(Shad on 2010 Apr 29)
Scen 24

Soviet initiative should be given as = 4.

Confirmed by Ottavio on the MB 14 March 2014

(Poor Yorek on 2014 Mar 14)
Scen 40

The CSIR Motorcycle units in Fronte Russo are 5-3/3-3. When using pieces from Afrika Korps or Desert Rats (for the extra 6 Motorcycle units that appear as reinforcements), remember that their flipped strength should really be 3-3 (not 2-3 as in those other games).

(Shad on 2010 Apr 29)
Scen 42

Map 21, not 12.

(Shad on 2010 Apr 29)
Scen 45

Map 21, not 12.

(Shad on 2010 Apr 29)
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 101

The L3/35 with ID# 1505 has the incorrect movement factor printed on it. The movement factor should be 7, not 8.

(plloyd1010 on 2014 Nov 24)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display Nations (3)

Nations at War - Scenario Appearance Percentages
Soviet Union
100%
Soviet Union
Italy
98%
Italy
Germany
36%
Germany

Display Battle Types (14)


Display Conditions (10)

PG-HQ Library > Games > Fronte Russo
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