Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Iron Curtain: Red & White

Red & White boxcover
AP Series Panzer Grenadier
Designer Stafford
Game Type Expansion
Format Book
Release Date 2014-08
Availability Out of Print
Scenarios 40
Counters 77
Counter Type Die-cut
Maps 0
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Overall Rating, 1 vote
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Expansion Rank: 107 of 117
Popularity: Ownership & Activity
Status Owned by 7% Played by 1% AAR'd by 1% Medaled by 0%
Rank 94th of 168 155th of 156 150th of 153 TBD
Expansion Game Requirements & Playability
40/40 Red & White
39/40 Road to Berlin
38/40 Cassino '44
36/40 Hammer & Sickle
31/40 Elsenborn Ridge
7/40 Iron Wolves
7/40 Patton's Nightmare
1/40 White Eagles
Display
Balance:



Overall balance chart for Red & White
Total
Side 1 0
Draw 0
Side 2 1
box back

Shortly after the Allies jointly vanquished Nazi terror, the former partners settled into two mutually opposing camps and began a four-decade-long Cold War. At the heart of that protracted struggle lay the fate of the central and eastern European countries "liberated" by the Soviet Union. One of those unfortunate countries, Poland, had been cynically divided between the Soviet Union and Nazi Germany via the Molotov–Ribbentrop Pact, as the opener for World War II. Despite the valor and sacrifice of over 200,000 Poles fighting for the Allies, their interests were betrayed at the Yalta and Potsdam conference, and as a consequence, the Soviet Union ruled Poland through a puppet Socialist government for the next 45 years.

Unlike most other Panzer Grenadier titles, Red & White explores one of the "what ifs" of history; in this case, what if the Poles had been able to return home and set up their own government in the postwar era? Looking at the turbulent history of uprisings in the territories under Soviet rule, perhaps a conflict would have emerged pitting a rearmed Poland, supported again by America and the rest of NATO, against the Red Army. We offer you some more historical background, and 40 scenarios to see if Poland can keep its sovereignty against the Soviet Union.

Red & White includes 77 mounted and die-cut Polish playing pieces. The 40 scenarios require the use of the pieces and boards from our Cassino, Elsenborn Ridge, Hammer & Sickle, Patton's Nightmare and Road to Berlin games.

Note: Ownership of Iron Curtain can be substituted for ownership of both Hammer and Sickle, and Patton's Nightmare as the counters included in Iron Curtain were used in H&S and PN. Similarly, the countersheet for Polish Steel is identical to Iron Curtain: Red & White 77 counter set.


Display Scenario List (40)


Display Order of Battle

Poland Order of Battle
Home Army
  • Foot
Wojska Lądowe
  • Misc
Soviet Union Order of Battle
United States Order of Battle
Airborne
Army

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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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)
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Errata (7)

7 Errata Items
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 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Overall balance chart for 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)

Display Nations (3)

Nations at War - Scenario Appearance Percentages
Soviet Union
100%
Soviet Union
Poland
90%
Poland
United States
23%
United States

Display Battle Types (15)


Display Conditions (12)

Errors? Omissions? Report them!
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