Thursday, February 12, 2026

A Balanced Ahistorical Red Factories Campaign Game

After many years of play-testing, this is as close as I can get to a balanced Advanced Squad Leader (ASL) Red Barricades/Red Factories CG. Completely ahistorical. Designed for balance of play. Take it for what it's worth.



Ahistorical Red Barricades CG     
Use LHR Rules
CG is potentially 30 days: 17 Oct - 15 Nov
ELRs and SAN      
ELR Ger 4 Rus 3
Exceptions:
29-30 Oct Ger ELR 3
31 Oct Rus ELR 2
1 Nov Ger ELR 3
2 Nov Ger ELR 2
3-6 Nov Ger ELR 3 Rus ELR 2
14-15 Nov  Ger ELR 3 Rus ELR 2
Ger SAN 3, Rus SAN 4
The SAN for both sides is reset at the beginning of each CG day. There is no SAN RG available for purchase.
Entry Areas      
RB board German entry: A9-U1
RO board German entry: A14-39
Initial forces:      
RB board initial forces as per ASLRB CGI Into the Factories.
RO board initial forces as follows:
GermansRussians
Rifle CoyGuards Rifle Coy
Pionier CoyEngineer Coy 
StuG IIIB PltnSMG Coy
Stug IIIG Pltn76* INF x 2
80mm Mtr45LL AT x 2
2 pre-reg hexes.50-cal HMG
Offboard obs.Fortified x 5
15 CPP228 x 5
FPP: 60
CPP: 8
CG SSR      
OBA Pre-registered Hexes: Players need not draw an extra black chit if all enemy units in the AOE of a Pre-registered hex are unknown to the observer. However, players may NOT add an extra black chit to their OBA chit pile when they purchase a pre-registered hex.
CG Victory Conditions 
Germans win upon controlling (even if Isolated) a majority of factory hexes on each board plus 18 (out of 34) Victory building hexes on either board at the end of any CG day. If the Germans do not achieve this by the end of the 15 Nov scenario, the Russians win.
RB boardRO board
171 factory 160 factory 
16 VC hexes18 VC hexes
Total: 187Total: 178
Grand total: 355   
CG SSRs:
Stukas: Stuka RG are limited to performing Sighting TC on the board for which they are purchased.
MOL: All Russian MMC [EXC: crews] are awarded MOL capability  (CC only) versus AFVs. MOL are treated as ATMM. If a CC attack that includes MOL results in a colored "6," a Flame is placed in the location of the attacker, regardless of the success of the attack. There is no MOL RG available for purchase.
RG Maximums: All RG (unless otherwise prohibited) are available for purchase up to the maximum number for that particular RG, without regard to board or CG being played. [EXC: players should respect the historical date of entry restrictions.)] For example, Germans may purchase a total of 2 A7 Pz IVF2 RG on EACH BOARD. Likewise, Russians may purchase a total of 2 A3 T-34 M41 RG on EACH BOARD.  RG must enter on the board for which they are purchased.
Russian T34 RG: The CPP for Russian RGs A3 and A4 are lowered to "4" and "5," respectively.
Fortifications: There is no limit to the number of Fortification RG that may be purchased by either side.
SAN: At the beginning of each CG day, German SAN is reset to 3, Russian SAN is reset to 4. There is no Sniper replenishment RG available for purchase.

LHR Rules:


RED BARRICADES CAMPAIGN GAME III

Leaflet House Rules RB Map historical overlays:

1. VICTORY CONDITIONS: There are no longer any conditions that

will determine which side has won a CG Day. In essence, winning the whole

CG is only what really matters (delete O11.32 & O11.6235).

2. MIST: If Heavy Winds occur during Mist (either in RePh step O11.6241

or during play) the Weather immediately becomes Clear for the remainder of

that CG Day.

3. NIGHT ASSAULT NA: Night Assault NA (delete O11.6234).

4. FULL-STRENGTH RG: Each Infantry Coy/Pltn, Armor Pltn, and Gun

Battery are received at Full-Strength (i.e., never Depleted).

5. MMC BATTLE HARDENING TABLE NA: In rule O11.6112, line 5,

delete "Each side also" and everything thereafter.

6. BOOBY TRAPS: The Booby Trap Level C may never be increased and

contrary to rule B28.9, units never take any type of TC, unless the TC DR

may also result in something else other than triggering a Booby Trap attack

(delete O11.6123).

7. BURNING BARRICADES: No Rooftop Location can contain a Flame

counter. Each time a Flame becomes a Blaze in the building Location directly

beneath a Rooftop Location, a Blaze counter is also immediately placed in

that Rooftop Location. There can never be more than one Flame counter per

Location (i.e., a second Flame counter can never be created).

IDLE DAY BURNING: When an Idle Day occurs and there are still Blazes

on the map, then perform the following: roll for wind status (B25.63-.64),

then for 8 Player Turns roll for Wind Change, checking for falling rubble,

spreading fire, building collapse, gusts, etc. Then perform rule O11.609 (Ex-

tinguishing Blazes) with the following substeps O11.6091-.6097. Each

AFV/weapon/unit that is confined to setting up in a specific Location and that

remains on-board during the Idle Day is Eliminated if the Location is ablaze.

ASOP: Blaze Spread DR is made before Flame to Blaze Spread DR.

8. GUTTED BUILDINGS & FACTORIES: The MF cost for Gutted

non-factory buildings is the same as before being gutted.

A non-gutted factory has a cost of either 1 MF or 2 MF (in rule O1.2, line 2,

replace ”3 MF” with ”2 MF”). Infantry enters a Factory hex that is Gutted or

roofless for a cost of 2 MF (EX: on the Red Barricades map, from N15 enter

O16, or 4 MF; Manhandling, or 1/2 MP; AFV).

DEMOLITION CHARGE BREACH: A Placed DC that detonates create a

Breach on an Original DR of 9 or less. When, a Breach is created no Rubble

Creation is possible. Delete line 11-12 in rule O5.331 that reads the following

”only one Gun (whether Vehicular or not) per Location may fire through such

a Breached hexside per Game Turn”.

9. ENTRENCHMENTS: In SSR RF6, line 4, delete ”only to the RF Cellar

(6.21) if it exists in that hex;” and in line 16-17, delete ”nor if entering/leav-

ing a Cellar Location to/from such a trench, is the unit considered to be

changing elevation for any purpose.”

Each Entrenchment is treated as one building hex for Rout (towards and be-

neath it), and for Rally Bonus purposes. Units beneath an Entrenchment are

considered to be in Concealment Terrain.

A HIP unit beneath an Entrenchment that is removed would immediately be

placed on-map unconcealed unless still in Concealment Terrain.

10. STUKA: Purchased German Air Support arrive either in the form of

three Stuka M42 with bombs (cost 1 CPP) or four Stuka M42 with bombs,

”Early Stuka; -2 drm” (cost 2 CPP). Stuka RG are limited to performing

Sighting TC only on the board for which they are purchased.

STUKA ACE: Upon the aircraft Turn of Entry, the German player make a

DR on the Armor Leader Table (-1 DRM) and if he receives one Armor

Leader, it is assigned (non-secretly) to a Stuka and act as a Stuka Ace that

may use his Leadership for both To Hit and MG attacks.

A Stuka Ace with morale 9 or 10, has a better Sighting TC chance, although

the chance for a Mistaken Attack is the same as for any other Stuka.

ERRATA: Reserve unit(s) must remain Cloaked even when a STUKA is

within one hex, in rule O11.6194b, in line 8, delete ”(or enemy Air Support

[SSR 9] is within one hex)”.

THE BARRIKADY STALINGRAD 1942

RB1-RB7 are used The Leaves Fall... But Not Stalingrad

11. OFFBOARD ARTILLERY: When attempting Battery Access for an

OBA Module and no more than one black and/or red chit(s) have been perma-

nently removed from the Draw Pile and the second permanently-removed red

chit is drawn, return it to the Draw Pile instead, and that ends the Observer’s

OBA actions for that Player Turn (i.e., the second red chit can only be re-

moved from the Draw Pile if at least two black chits have been permanently

removed from the Draw Pile for that OBA Module).

An Original Contact/Maintenance DR of 12 does not cause the breakdown of

a Radio or elimination of a Field Phone, although an Original DR of 12 does

cause the loss of Radio/Field-Phone Contact. A Security Area line of hexes

(C1.23) can be drawn to any non-Isolated Location and is never cut for any

reason (i.e., the line can have bends and is never cut by FFE/enemy-DR-of-2).

HIP OBSERVER ON ROOF: Each HIP leader in possession of only a Field

Phone (or Radio) in a Roof Location remains HIP despite enemy LOS to its

Location (i.e., as opposed to other units, see B23.82).

RUSSIAN OFFBOARD ARTILLERY OBSERVER: Each Russian OBA

Module purchased on 24th October and thereafter, has the option to have an

Offboard Observer assigned to it (at no cost). The Offboard Observer is at

level 3 of any east-edge hex, secretly recorded before German setup.

SPOTTER PLANE: Ignore E7.6-.62 and use the following rule instead:

A Spotter Plane is only available for non-Rocket OBA > 100+mm and is an

Offboard Observer (C1.63) with the ability of LOS to all Locations [EXC:

Sewer/Culvert] on the map and Hindrance drm never apply to the Accuracy

dr. A Spotter Plane is immediately revealed when the Module assigned to the

Spotter Plane has its SR or AR converted to an FFE:1 (place a Spotter Plane

on the map, a Glider counter may be used). Only one Spotter Plane is allowed

per CG scenario and may not be used in Overcast/Mist weather conditions.

12. ARMORED FIGHTING VEHICLES: In rule O11.6133 (AFV MG

Exchange) replace the word “may” with “must”. AFVs must attempt to Re-

pair their Malfunctioned weapons during each RPh. Withdrawal of an AFV

that belongs to a pltn never occurs (delete O11.6142 & O11.6143).

AFV/WRECK LOS HINDRANCE: Contrary to D9.4, an AFV/non-burn-

ing-wreck inside (i.e., not in Bypass) a building/Factory/woods obstacle

does not present any LOS Hindrance.

VEHICLE CREW: As an additional option to rule O11.6131, each non-Iso-

lated 1-2-7 crew on foot is allowed to enter any non-Isolated, non-

Shocked/UK already manned AFV of its choice at the start of RePh step

O11.6131 (that AFV is Abandoned by its [Temporary] Inherent crew to

make room for the 1-2-7 crew entering it). Remove STUN counters from

MMC on foot in RePh step O11.602 (Marker Removal), although any Armor

Leader is still Eliminated (D5.341).

DUG-IN AFV: Dug-In AFVs setting up HIP may do so for free (i.e., con-

trary to O11.6194c such HIP need not be separately purchased).

Once, a Dug-In AFV has been revealed it may not set up using HIP again.

A Dug-In AFV may not set up in a Front Line Location.

Each time a DC is Placed/Thrown against a Dug-In AFV a hit location in the

hull is considered to be in the turret instead. In the “DC POSITION DRM”

table (C7.346) where it says “hull”, consider that word replaced with

“turret” when a DC is Placed/Thrown against a Dug-In AFV.

WRECKS: All Burnt-Out-Wrecks in rubble/building/Factory/woods hexes

(including in VBM) are removed from play in RePh step O11.6097.

Contrary to SSR CG7 (O11.4), a wreck/Burnt-Out-Wreck is removed from

play due to rule D10.4 and can be removed per D10.42.

13. LEADERS: In rule O11.6113 (Leader), delete in line 3 ”Each side” and

everything thereafter, and in rule O11.6205 (Leader Determination), delete

the last sentence (starting with “Each Infantry”). Delete O11.6114 (Promo-

tion Out Of The Ranks). Replace rule O11.610 with the following:

O11.610 WOUNDED LEADERS: Each player makes a dr for each of his

currently Wounded leaders. On a dr of 1, the leader is Retained in his un-

wounded state, otherwise, the wounded leader is evacuated (or dead).

8+1 COMMISSAR: Each time an 8-0 leader is exchanged (O11.6206) for a

9-0 Commissar, the Russian player makes a dr, and on a dr of 6 that 9-0

Commissar is replaced with an 8+1 Commissar.14. ASSAULT ENGINEERS: German/Russian Assault Engineers have an

underscored Morale Factor, are exempt from Disruption, and an ELR of

5.Each German Pionier Coy RG (I3) receives two DC less (i.e., three DC,

not five). The Smoke Exponent of German 8-3-8 squads is not increased by

two (i.e., a Smoke Exponent of 3 during play, not 5).

15. Militia Coy: Militia Coy RG consist of 15 squads (not 12 squads).

No Militia Coy (I5) receives any SW (O11.6202).

16. WEAPONS: Guns may set up as Emplaced in Paved Road hexes that

also contain shellholes. Guns may always set up

HIP if Emplaced and also HIP if non-Emplaced in

Concealment Terrain (delete ”eligible per A12.34” in rule O11.4

CG SSR 5).

Heavy Weapons Pltn: Each 1-2-7 crew is replaced with a 2-2-8 crew.

Weapon Repair Table: All Malfunctioned vehicular armaments can possibly be

repaired, while all mafunctioned non-vehicular weapons (eg. SW/Gun) are

eliminated in the RePh.

Captured Equipment: Each Captured Gun and/or HMG is retained on a dr of

1-2. All other captured equipment is eliminated.

Weapons Outside Friendly Setup Area: All SW not within a friendly perimeter

are perimeter determination are eliminated.

Flamethrowers: The Basic TK# for the OT-T#$ BF32 is 6 at one hex, 4 at two

hexes, and 3 at three hexes range. Modifications of the Basic TK# (C7.2)

apply.

17. AMMUNITION

In

6243, lines 6-8, delete “at the end of that Player Turn provided both units

become TI and remain in Good Order throughout that Player Turn”.

SPECIAL AMMO: Russians/Germans are never Guards/Elite (C8.2).

23. EXPERIENCE LEVEL RATING (ELR): In rule O11.6161, in

line 3, delete “ELR Loss/Gain (O11.617),” and at the end add “The ELR

is mod-ified inversely by the side’s positive Historical DRM

for the current CG Day.” This means that the German ELR drops to 3

during nine CG Days and to 2 during one CG Day, while the Russian

ELR drops to 2 during five CG Days. Replace rule O11.617 (ELR Loss/

Gain) with the following new rule: O11.617 GERMAN & RUSSIAN

ELR: The Germans have an ELR of 4 and the Russians an ELR of

3, and their respective ELR can be decreased by the positive Historical

DRM [EXC: Assault Engineers].

IDLE REQUIREMENTS: In the CG, there must be at least one

Idle Day during each of the following five 6-day-periods: 17/10-22/10;

23/10-28/10; 29/10-3/11; 4/11-9/11; 10/11-15/11.

Example: if during CG Days 17/10-21/10 there has been no

Idle Day(s), then both players must choose an Idle chit for

the next CG Day (22/10) since there has not been an Idle Day

during that 6-day-period. If both play-ers select an Idle chit for CG Day

23/10, the next CG Day which must be an Idle Day is 3/11 (if there has been

no Idle Day(s) during 29/10-2/11).

24. The 62nd Army Staff Ad-Hoc Coy & AFV pltn: If 28 October is a

non-idle Day and the Russian player roll a reinforcement dr of

2 on the first Russian Player Turn, he receives an Ad-Hoc Coy & AFV pltn

that consists of the following units: 6-2-8 squad; 4-5-8 squad; four 4-4-7

squads; four 4-2-6 squads; leaders 10-2; 9-1; two 8-0; two LMG;

OT-34, two T-70 tankettes. The force must enter as per SSR CG9 (O11.4).

each

of 3-6, no reinforcements will arrive. On the next non-idle

ian must repeat this and make a new reinforcement dr

repeat the process each non-idle day until a dr of 1-2 is made).

RePh step O11.602 (Marker Removal), remove all MA/SA Disabled/

# for

Malfunction counters from the OT-34, unless it is under Recall (O11.6141).

n

SPW 251/10: In RePh step O11.602 (Marker

val) remove any MA Disabled/Malfunction counter from each SPW

251/10 that is not under Recall due to D5.341.

26. StuIG 33B pltn: The purchase cost for the second StuIG 33B Pltn (A3)

rule

is only 2 CPP (i.e., the first pltn cost 5 CPP and the second pltn cost 2 CPP).

27. CG Max. RGs: There is no limit to the number of Fortification RG that

may be purchased by either side. All RG may be purchased up to the

maximum number for that particular RG, without regard to board or CG

being played.

28. The CPP cost for the A3 (T34 M41) and A4 (T34 M43) RG is lowered to

"4" and "5" respectively.

17. STILL HIDDEN UNITS: Each still hidden non-Isolated unit in RePh

step O11.602 not subject to O11.604 (Encirclement & Minefields) may re-

main hidden until RePh step O11.607 (if included in the exceptions) until the

next CG scenario unless such a unit must either be used to determine the

friendly Perimeter and/or to obstruct the non-friendly Perimeter.

HIP units confined to setting up in specific Location(s), such as the posses-

sor of a Gun in a Fortified-Building-Location/Pillbox may drop possession

of its Gun and the inherent crew of an Immobile AFV may Abandon its AFV

(D5.411 applies) in order to be removed from the map and lose its HIP.

18. SEARCHING: Searching may only reveal Fortifications, Set DC, AFV,

Dug-In AFV, and Gun ADJACENT (A.8) to the Searching unit(s)

(i.e., Infantry, Dummy units, tunnels cannot be Searched/revealed).

19. RECONNAISSANCE AND RECON INSPECTION NA: NA.

20. LEADER DETERMINATION: Red October CG Leader Tables are

used for Leader Determination (delete the RB Leader Tables).

21. HEAVY MACHINE GUNS: Each HMG received in a German Coy or

Russian Coy is replaced with an LMG.

22. FANATIC BUILDING-NEST: During the first Idle Day in October

and the first Idle Day in November the Russians must secretly designate one

non-Isolated building as a Fanatic Building-Nest. For a building to be eligi-

ble for designation, the Russians must Control all Locations of the building.

All Locations of the designated building are automatically Fortified.

A maximum of two buildings may be designated and only one per month.

The designated building remains a Fanatic Building-Nest for the remainder

of the CG. Only Rubble that is in any of the original Locations of the build-

ing is considered to be part of the building (even if the entire building has

been rubble) for the purpose of the fanaticism benefit. Russian units are

Fanatic while in the designated building as per SSR CG11 (O11.4).


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