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RULES OF PLAY

Design
Table of Contents 7.0 CLOSE ASSAULTCOMBAT
7.1 General Rule
Perry Moore 1.0 INTRODUCTION 7.2 Close Assault Procedure
7.3 Close Assault Combat Resolution
Development 2.0 GAME COMPONENTS
Paul Rohrbaugh 2.1 The Game Map 8.0 SPECIAL UNITS AND RULES
2.2 The Playing Pieces 8.1 Schmel
Graphics 2.3 Markers 8.2 Armored Personnel Carriers (APCs)
Craig Grando 2.4 The Dice 8.3 Buratino
2.5 Charts and Tables 8.4 Road Blocks
Editing 8.5 Leaders
Jack Beckman, Allan Rothberg 3.0 GAME CONCEPTS 8.6 Night Turn
3.1 Stacking 8.7 Rubble
Rules Layout 3.2 Built-Up Terrain and Stacking 8.8 Snipers
Craig Grando 3.3 Zones of Control 8.9 Wrecks
3.4 Facing 8.10 Tank Passengers
Production Coordination 3.5 Supply
Stephen Rawling 3.6 The Fog of War 9.0 RANDOM EVENTS

Playtesting 4.0 SEQUENCE OF PLAY 10.0 GAME SET UP


Brian Brennan, Steve Bucey, Philip 4.1 Random Events 10.1 Historical Scenario
Cunningham, Michael Detwiler, Bob 4.2 Initiative Determination 10.2 Historical Reinforcements
Hasser, Jeff Horger, Kim Meints, Mike 4.3 Activations 10.3 Variant Scenario
Mirfin, Paul Rohrbaugh, George “Bud” 4.4 End Phase 10.4 Replacements
Sauer, Jeff Seiken, Randall Shaw. 5.0 MOVEMENT 11.0 WINNING THE GAME
5.1 General Rule 11.1 Automatic Victory
Special thanks due to Steve Bucey for his 11.2 Victory Points
extra effort and enthusiasm! 6.0 FIRE COMBAT 11.3 Optional Hotel VP Award
6.1 Range of Fire Combat
Copyright © 2004 Perry Moore 6.2 Facing and Lines of Sight 12.0 DESIGNER’S NOTES
6.3 Who May Fire 12.1 Russian Player
LPS Part # A032R 6.4 Direct Fire Attacks 12.2 Chechen Player
Printed in the USA 6.5 Indirect Fire Attacks
13.0 ADDITIONAL READING
2 INTO A BEAR TRAP rules

READ THIS FIRST 1.0 INTRODUCTION We hope you enjoy this game. Should you
have any difficulty interpreting the rules,
We’ve organized the overall structure of the Into a Bear Trap: The Battle for Grozny,
please write to us at our postal address, or
rules of this LPS simulation game to follow January 1995 covers the Russian attack on
send an e-mail to: support@atomagazine.
this game’s sequence of play in introducing the capital of Chechnya, beginning a war
com phrasing your questions so that a simple
concepts. The rules themselves are written that continues to this day. The Russian
sentence, word, or number can answer them.
in a format known as the Case System. This plan was to subdue the city with a massive
If you send a letter by mail, you must enclose
approach divides the rules into Modules (each show of force to intimidate its populace into
a stamped, self-addressed envelope to receive
of which deals with a major important aspect submission. This approach worked earlier
a reply. We recommend e-mail as the best
of play). Modules are numbered sequentially in 1991, and Moscow saw no reason why a
way to resolve a query. Although we welcome
as well as possessing a title. Each Module repeat performance would not work again.
comments and suggestions about the game’s
is divided into Sections (that deal with a Massive artillery and air support were not
interpretation of events, we cannot promise
major sub-topic inside the Module) which deemed essential, as the long columns of
to respond to questions on theory or design
are also numbered sequentially. Modules and tanks and their two battalions of mechanized
intent.
Sections are introduced by some text that infantry support were deemed sufficient to
briefly describes the subject covered by that cower any who chose to witness.
particular Module or Section. Finally, the 2.1 The Game Map
Two battalions of Chechen resistance fighters
majority of each Section consists of Cases. The game is played on a stylized map divided
were deployed in the city to greet the Russian
These are the specific, detailed rules that into hexagons (hexes). The map portrays the
force. Well-armed with RPG’s, mortars and
govern play. Each Case is also numbered area of the city of Grozny (which translates
backed by snipers, the defenders deployed
sequentially. The numbering follows a logical to “terrible” in English) and its environs
small groups of hunter-killer teams. Alerted
progression based upon the number of the over which a hexagonal grid has been
to the Russian plan of entry, a battle for the
Module of which the Cases are a part. A Case superimposed to regulate the movement
city was set.
with the number 7.51, for example, is the and positioning of game pieces. Each hex
first Case of the fifth Section of the seventh Players are cast in the roles of the contains a terrain type that is referenced
Module of the rules. Each Module can have commanders of each side’s forces. Both on the Terrain Effects Chart. A hex is also
as many as ninety-nine Sections and each players will have capabilities to inflict harm individually designated with a four-digit
Section can have as many as ninety-nine upon their opponent, while also having number, which is used in set-up. Fractional
Cases. The numbering system is designed as liabilities to protect. Contestants will be hexes without numbers are unplayable and
an organizational aid. Use it to determine challenged to do as well, or better than, their may not be entered. North points to the top
where a Case is located in the rules. historical counterparts. edge of the map.

3.1.4 1.0.1 Game Scale The map scale is about


100-150 yards per hex. Each combat unit is
2.1.1 Map Features Various types of terrain
and certain features are denoted on the game
The example above is the number of the a platoon (25 to 30 men), one leader, 2 tanks map. These are defined and their effects
fourth Case of the first Section of the third or 6 APCs (Armored Personnel Carriers, explained on the Terrain Effects Chart. Some
Module of the rules. the BTR and BMP units). A game turn of these terrain types and features are: Clear,
represents 2 hours of time. Built-up, Landmark, River. In addition,
Learning to Play the Game Roads run through many of these terrain
Begin by familiarizing yourself with all of the features. Bridges are present wherever a road
components listed for this game. Then skim
2.0 GAME COMPONENTS crosses a river hex side.
through the charts and rules, reading all the Your copy of Into a Bear Trap should contain 2.1.2 Map Charts and Tables Also printed
titles of the Modules and Sections. Set up a the following components below: on the map are a Turn Record Track, Terrain
game scenario or portion of a scenario (after Key and Holding Boxes for eliminated units.
• One 23” x 34” map depicting the terrain
reading the applicable Module) and play a
the battle was fought over.
trial game against yourself. During this trial 2.2 The Playing Pieces
game, try referring to the rules only when you • One set of 280 die cut 1/2” playing pieces.
have a question and remember the numbering The cardboard playing pieces (or counters)
• 2 pages of charts and tables. in the game should be carefully separated
system we employ makes it easy to look up
rules when you do. While a trial game may • This rulebook. before play. The pieces are of different types
take you an hour or two, it is the quickest and depending on the information that appears
most pleasant way to learn (short of having an Not supplied with this game but needed on each. In general the pieces represent
experienced friend teach you). We also don’t for play are a ten-sided and six-sided dice. one of three types of counters: combat
recommend attempting to learn the rules Players will also need 2 opaque containers units, leaders, and informational markers
word-for-word. Memorizing all the details (mug, envelope, etc.) to play the game. (Suppressed, etc.).
is an effort that few can do. We’ve written If any of these parts are missing or damaged, Combat units represent the actual historical
these rules to be as comprehensive as possible write to: units that fought, or could have fought, in
– but they are not designed to be memorized. the battle. The front side of each combat unit
Taking in the rules in this way (as you play Against the Odds Magazine
shows the combat unit at full strength while
along) is the best approach to mastering this PO Box 165
the back of the counter (usually) represents
game. We’re always open to suggestions on Southeastern, PA 19399-0165 USA
the same combat unit in its “Activated”
how to improve the comprehension of our Attn: Into a Bear Trap
side. Each face of a combat unit presents
rules. Write to us (see addresses in 2.0) if you Or e-mail us at: admin@atomagazine.com information that determines its capabilities
have an idea on how we can communicate in the game. Combat unit counters are
better with you. illustrated below.
INTO A BEAR TRAP rules 3
Sample Infantry Unit Unit Types Schmel A hand-held air-fuel weapon. The
Schmel delivered a warhead filled with fuel
Front Back Activation that was atomized when it burst in or over
Un-Activated Activated the target. A second shape-charged warhead
Unit then detonated the mixture creating a
Sniper devastating shock wave and fireball. These
Type
weapons were very deadly in the building to
Leader building fighting in Grozny.
Combat Movement Formation Buratino (nicknamed “Pinnochio”) Delivered
Factor Factor by rocket artillery shells, the Buratino was
President
another air-fuel weapon system. As with the
smaller Schmel, the Russians deployed these
Sample Vehicle Unit Infantry with devastating effect against the Chechens.
Front Back Buratinos are an optional force in this game.
Un-Activated Activated Heavy Weapons Infantry 2.2.3 Command The military designation
Unit or the name of the commander the combat
Type unit belongs to. During the game, Russian
RPG
combat units are activated (allowed to move
and fight) by command. Commands can be
Combat Movement Formation Tank (T-80 and T-62) identified easily by the formation ID at the
Factor Factor bottom of the counters. Russian commands
are led by (you guessed it) Leaders.
APC (BMP and BTR)
Sample Off-Map Artillery Chechen leaders are treated as combat units
and do not have subordinate formations.
(Russian Only) Schmel
2.2.4 Movement Allowance Printed in
Front the lower portion of the counter, a unit’s
Artillery Movement Allowance is the maximum
Combat Unit Type number of Movement Points (MPs) a unit
Factor may expend in a single Activation Phase as
Buratino
it moves from hex to hex. A clear terrain hex
generally costs 1 MP to enter, for example.
The various information appearing on the Graphics Note: The unit type symbols in Consult the Terrain Effects Chart (TEC) for
counters is explained in the notes following. Into a Bear Trap are based on map marks of a complete listing of all terrain MP costs.
the Soviet military. The arrows rising from 2.2.7 Weapons Range Not printed on the
2.2.1 Nationality Unit counters, referred facing capable units mimic this tradition’s
to as units in the rules, are printed in various counter, but a characteristic of all combat
indicator of march or attack direction. units is its range, or how far it may attack.
colors for national identification:
Infantry (Russian and Chechen) The When counting hexes to determine range,
Russian Russian combat units are red, “ground pounders” who are charged with include the target hex but not the hex where
blue, tan and orange with white and black most of the fighting and dying. Most are the firing missile unit is located.
text printing. Russian infantry units have armed with the ever-present AK-47 assault
icons of their formation’s unit ID printed on 2.2.8 Activation Units perform movement
rifle, grenades, and some light machine guns and combat by being activated. Russian units
upon them, as well as their combat factors also are present.
(CF), movement point (MP) allowance, and activate by formation. All Russian off-map
historical designation. Heavy Weapons Heavy caliber machine artillery and Buratino batteries activate when
guns, mortars and satchel charges. The the Artillery activation marker is drawn. The
Chechen Chechen combat units are green following units are considered equipped with number of Chechen units that can activate
with white printing. Chechen combat units heavy weapons: all vehicle units; Schmels, is determined by a DR (die roll). When a
have an icon designating the unit type, as RPGs, Heavy Weapons Infantry, Russian off- side can perform an activation is determined
well as CF and MP factors. map artillery and the Buratino. by drawing activation chits from the opaque
2.2.2 Combat Unit Type Symbol There are container during the course of a game turn.
Tank T-80 (Russian) and T-62 (Chechen)
6 different types of combat units: Infantry, armored fighting vehicles (AFV). Usually the
Heavy Weapon, Schmel, RPG, tank and Sample Leader Unit
queens of the modern-day battlefield, these
APC. There are marker units for Russian off- weapons would be seriously challenged in the Front Back
map artillery and Buratino strikes, as well as built-up landscape of Grozny. Un-Activated Activated
Activation Markers. The Unit Type Symbol
is printed in the center of the counter and Armored Personnel Carriers (APC) BTR Unit Name
identifies both the kind of unit the piece and BMP armored vehicles used to carry Type
represents, its principal weapons, and its 5-10 soldiers into battle. Soldiers had a very
degree of mobility as follows: limited/restricted ability to fight while inside
the APCs. Combat Movement Formation
Factor Factor
4 INTO A BEAR TRAP rules

2.3 Markers and marker units do not count towards fire combat into their frontal hexes. It does
stacking. Of the units allowed to stack on not cost any MP for an infantry unit to
Markers are special pieces used to record
both sides, only one can be a vehicle (tank or change its facing.
various game functions and unit status;
APC). Stacking rules are enforced at the end
inactive, suppressed, pinned, stunned, 3.4.2 Vehicle Facing The top hex side
of movement.
occupying high level built-up hex, Chechen determines the frontal hex of a vehicle
road block, rubble, or the current Turn. 3.1.4 Enemy Units and Stacking Opposing combat unit. The 2 hexes on either side are
Markers generally contain only a symbol or units may not normally stack in the same the vehicle’s flank hexes, while the hex side
notation for their use. hex. Opposing units may occupy the same along the bottom of the counter determines
hex in the following instances: the vehicle’s rear hex.
2.4 The Die • When occupying different levels of built- Vehicle units may normally move into their
The game uses both a six-sided and ten-sided up terrain (see below). frontal hex. A vehicle unit can move into its
die to resolve combat and other factors for rear hex (reverse gear) by expending all of
which a combat unit’s performance will vary. • When conducting Close Assault attacks.
its MP to do so. Vehicles may never enter a
A ‘0’ is read as a “zero.” Players will have to flank hex. Vehicle units in built-up/landmark
provide your own dice. Throughout these 3.2 Built-Up Terrain and Stacking and woods hexes may only change facing
rules, the abbreviations DR and DRM are Built-up and landmark terrain when moving along a road, and then only
used to represent Die Roll and Die Roll hexes have two levels, Ground to follow the path of hexes along the road.
Modifier, the latter being a plus or minus and Upper. Units in differing A vehicle may not “turn around” in a built
number used to adjust the DR. levels of built-up/landmark up/landmark or woods hex (the roads were
terrain treat each level as a separate hex for too narrow). It does not cost any MP for a
Players will also need two opaque containers,
stacking. For example, the Russian player can vehicle to change facing.
such as a mug, plastic tub, or envelope to
play the game. Formation activation markers have up to 4 units at Ground Level of a hex
Vehicles may conduct fire combat through
will be put into this container from which and another 4 combat units at Upper Level
any hex (the tanks and BMPs had turrets,
they will be drawn to determine each game in the same hex. Alternatively, the Chechen
while the BTRs had many firing ports and a
turn’s sequence of play. player can have combat units at one level
swivel mounted machine gun. When firing
in built-up terrain while the Russian player
upon a vehicle unit a Line of Fire (LoF) must
can have combat units at another level in the
2.5 Game Charts and Tables same hex.
be traced to determine if the fire combat
affects the vehicle’s front, flank or rear aspect.
Various charts and tables simplify and
illustrate the game and furnish results for Vehicle units may never occupy the Upper
Note: Leaders and marker units are not
certain game actions. These include the Level of built-up terrain. Vehicle units may
subject to facing. Players should arrange their
Turn Record Track and the Terrain Key, only enter a hex with built-up terrain via a
combat units so facing is readily apparent.
both printed on the map board as well as road, and are treated as if the vehicle is in
Should a player not do so the opponent may
the Terrain Effects Chart and the Combat clear terrain for combat.
adjust the unit’s facing as he/she sees fit.
Results Table that are printed in the rules.
3.3 Zones of Control (ZoCs) 3.5 Supply
Unlike many other games, there are no
3.0 GAME CONCEPTS Zones of Control in Into a Bear Trap.
There are no supply rules. All units are
considered to be in supply throughout the
Before getting on with the main body of the
3.4 Facing game.
rules, there are several important concepts
with which players should familiarize Facing refers to how a combat unit sits
themselves. These are presented here and 3.6 The Fog of War
within a hex. All must be oriented so the top
include the rules on Stacking and Facing as of an infantry unit, and the front of a vehicle With most units in plain sight out on the
well as the general play of the game. unit, faces a hex side. While it does not cost map, there’s not too much opportunity
any MP to change facing, a combat unit may for deception. Players may only inspect an
3.1 Stacking only change its facing when it is activated. opponent’s stack if it is within direct fire
Also, vehicle units are limited in facing range and Line of Sight (see Case 6.2.1).
Stacking is the act of having one or more
changes when in built-up/landmark terrain. Otherwise no peeking and play nice!
friendly units in the same hex during and
after movement. Leaders do not have to abide by any facing
requirements.
3.1.1 Chechen Stacking The Chechen 4.0 THE SEQUENCE OF PLAY
player can stack up to 3 combat units in a Each turn is subdivided into a number of
hex (infantry, RPG, heavy weapon, vehicle). phases that must be performed in the order
listed.
3.1.2 Russian Stacking The Russian player
can stack up to 4 combat units in a hex
(infantry and vehicle). Infantry Vehicle
4.1 Random Events
Both players roll a six-side die and total the
Exception: An infantry unit that is loaded 3.4.1 Infantry Facing The top hex side results. The DR total determines if there is
aboard an APC does not count for stacking determines the frontal 3 hexes of an infantry a random event in effect for the turn. See
as it is inside the vehicle (see section 8.2). combat unit while those along the bottom Module 9.0 for a complete listing of all of
3.1.3 Stacking Exceptions Leaders, Snipers, of the counter are the combat unit’s rear. the game’s random events.
artillery as well as Buratino impact counters, Infantry units may only move and conduct
Note: This phase is not performed on turn 1.
INTO A BEAR TRAP rules 5
4.2 Initiative Determination APCs (BTR and BMD units) activate once Points (MP) a unit may expend in any one
per turn with their parent formation (see Activation. All infantry units have their
Both players roll a die (either ten or six sided,
Section 8.2). MP allowance printed on the lower right
as long as both are the same). The player
of the counter. All vehicle units have a MP
with the higher DR has the initiative and 4.3.2 Chechen Activation Chechen
allowance of 5.
performs the first Activation. Both players combat units are activated when a Chechen
place their activation chits into an opaque Activation marker is selected/drawn. Unlike
container. The player with the initiative the Russian combat units that activate by 5.1 General Rule
keeps one activation chit of their choice with command, the type of Chechen combat
which to perform the first activation for the unit that activates is determined by the Units move on the map from one hex to the
turn. Chechen player. The number of Chechen next, abiding by the facing rules (see Case
combat units that can activate is determined 3.3), stacking, and paying the appropriate
Exception: On the first turn of the game terrain MP costs as listed on the Terrain
by the roll of a ten-sided die. For example,
the Russian player automatically has the Effects Chart (TEC). A Normal or Pinned
if the Chechen player rolls a 5, any 5
initiative. No DR is made. infantry combat unit may always move
Chechen combat units that have not already
performed an activation and are capable at least 1 hex, or change levels in built-up
4.3 Activations of doing so may activate. A DR of zero, terrain, if it spends all of its MP to do so. A
Both players activate combat however, means no Chechen units may vehicle unit may only move if it has sufficient
units through their activation activate despite the draw of the activation MP to enter the hex and is allowed by the
markers. Activation markers, chit. Use the Chechen Activations marker TEC.
when chosen by the initiative to record the number of units capable of 5.1.1 Terrain and Movement The
player and drawn from the opaque container activating by the DR. following are the MP costs for the terrain
by both players, determine which side can depicted on the game map (also summarized
4.3.3 End of Unit Activation Turn combat
move and fight the combat units arrayed on the TEC):
units that have conducted an activation
on the game map. When a combat unit is
upside down to indicate they have completed • Clear = 1 MP
activated it can perform one of the following:
their actions for the turn.
Exception: See Random Events, Module 9.0. • Woods = 2 MP infantry-type units,
vehicles prohibited except along a road
• Move 4.4 End Phase
When all of the Activation Markers have • Built-Up/Landmark = 2 MP infantry-type
• Conduct fire combat units (3 MP for heavy weapons, excepting
been drawn from the opaque container the
• Move and conduct fire combat (with a Activations Phase is ended. If this is not the RPG units that pay 2 MP). Vehicles
reduced MP allowance and an adverse last turn of the game, or neither player has prohibited except along a road.
DRM, see Cases 5.1.3 and 6.4.2) achieved an automatic victory (see Section Note: Units may only move from one built-
11.1) play proceeds to the End Phase. up/landmark hex to another at ground level.
• Initiate melee combat. During the End Phase both players perform Units may never move from a built-up/
• Spot for Indirect Fire Attacks (leaders the following in the order listed below: landmark hex at the upper level.
only). • All Suppressed markers are removed from • Rubble = 3 MP, vehicles prohibited
4.3.1 Russian Activation Russian combat combat units (revert to normal status).
units are activated when their Command’s • River = +2 MP infantry to cross un-bridged
• All units that are marked as Pinned become river hex side. +1 MP for all units to cross
Activation Marker is selected/drawn. The Suppressed.
Russian commands are as follows: at a bridge hex side. Note: Vehicle units
• All units marked as Disrupted become may only cross a river at a bridge.
• 1st, 2nd and 3rd battalions of the 131st Pinned.
Independent Infantry Regiment (including • Go up or down a level in a built-up hex = 1
all BMP units, see Section 8.2). • All units marked as Inactive become MP
Disrupted. • Chechen sniper (Section 8.8) = +1 MP for
• 1st, 2nd, and 3rd battalions of the 81st
Motorized Regiment (including all BTR • All Fired markers are removed. Russian infantry units for each hex entered
units, see Section 8.2). in the sniper’s LoS
• All units are returned to their Un-activated
• Artillery support (9 or 6 off-map Artillery sides. • Road = 1/2 MP
and the 2 optional Buratino batteries). All • Roadblock/Wreck = All MP infantry and
Both players then determine the number of
of the available off-map artillery batteries leaders, prohibited to vehicles.
victory points they have earned in the turn
may be used to conduct artillery strikes
and record this on paper. The Game Turn 5.1.2 Unit Status and Movement
(See Section 6.5).
marker is advanced one space on the Game Suppressed units have their MP allowance
When a formation’s activation marker is Record Track and play proceeds to the next reduced by 1. Pinned units have their MP
drawn all of its subordinate units capable of turn. allowance reduced by 2. Disrupted and
conducting movement and combat may do Inactive units may not move at all.
so.
5.0 MOVEMENT Vehicle units may only enter hexes with
Note: Schmel units may activate once per built-up terrain along a road. Vehicles in
Each unit has a Movement Allowance,
turn with any of the Russian Activation hexes with built-up terrain are treated in
representing the number of Movement
Markers. Russian Regimental leaders and combat as if the unit was in clear terrain.
6 INTO A BEAR TRAP rules

5.1.3 Movement and Fire Combat Units 2) Artillery and Heavy Weapons units may +1 target unit occupies Woods hex
that conduct Movement and Fire Combat in fire over other units and blocking terrain. See
+1 target on higher level than firing unit
the same activation have their MP allowance Section 6.5 for provisions on indirect fire.
(does not apply with indirect fire).
halved (round fractions up). Only Normal
When tracing an LoS in terrain other than
status units may conduct Movement and Fire +1 target has not activated or fired, and is
Built-up use a straight-edge or piece of
Combat in the same activation. being targeted by indirect fire
string. The LoS is traced from the center
5.1.4 Movement and Enemy Units of the firing unit’s hex to the center of the +1 T-80 fired upon through frontal hex side.
Opposing units may normally not enter an target unit’s hex. The LoS is only blocked if
enemy occupied hex during movement. The it actually is crossed by the blocking terrain Note: Chechen units in the same hex as
exception is vehicle units. Vehicle units, and listed in #1 above. a T-80 are considered firing on the tank’s
any passengers they carry, may enter and front aspect, regardless of how they entered
In Built-up terrain an LoS can only be traced the tank’s hex (these things are really
even pass through enemy occupied hexes
along a road. An LoS exists along the length intimidating!). Does not apply to indirect
in clear terrain, or if moving along a road
of the road (roads if occupying a junction), fire.
in built-up and woods terrain. It costs an
up to the spotting and direct fire limits, and
additional MP for each enemy unit in the +3 target in Rubble terrain (+2 if fired upon
extends into all of the Built-up/Rubble hexes
same hex (regardless of level) to do so. If a by off-map artillery or Buratino)
the road enters.
vehicle does not have sufficient MP to enter
the enemy-occupied hex it may not do so. Developer’s Note: For all intents and +2 target in Built-Up terrain (+1 if fired
Units aboard a vehicle may not unload in purposes a road in the city also serves as an upon by off-map artillery or Buratino).
an enemy-occupied hex except during the LoS. Units that are in Built-up terrain with a Note: See Case 5.1.2. Vehicles are treated
combat phase to conduct Close Assault straight road can always have an LoS traced as in clear terrain and do NOT receive this
combat (see Module 7.0 and Section 8.2). to/from them by other units along the same DRM
section of straight road.
• Subtract from the Fire Attack DR for each
6.0 FIRE COMBAT Stunned and Inactive units may never of the following (use all that apply):
conduct fire combat, spot, or trace an LoS.
Combat units may fire upon enemy combat -1 targeted unit already fired/activated
units in fire combat. There are two types of (flipped to its activated side).
fire combat, direct and indirect. Direct fire 6.3 Who May Fire
attacks are carried out when a combat unit Pinned, Suppressed, and Normal status units -1 if the targeted unit was already subjected
attacks an enemy combat unit in another may conduct fire combat. Any Pinned or to a direct fire attack (does not apply to
hex, up to the limit of its range. Indirect fire Normal status leader can spot for indirect indirect fire)
attacks from either on-map heavy weapons fire. Suppressed units have a +1 DRM, -2 direct fire attack by Heavy Weapon unit
units that can not trace a direct line of sight Pinned units a +2 DRM, applied to any against an infantry or heavy weapon target in
(Section 6.2), as well as off-map batteries fire attacks they conduct. Normal status clear terrain (does not apply to indirect fire)
that a Russian leader spots and directs attacks units only may both move and conduct fire
against an enemy unit. A combat unit can combat, but do so with an adverse DRM. -2 targeted unit on lower level than firing
only fire once per turn, but can be the target unit (does not apply to indirect fire)
Units that are Disrupted or Inactive may not
of as many fire attacks as the opponent can -2 targeted vehicle fired on through flank hex
conduct fire attacks.
bring to bear. Flip all units that engage in side (-1 T-80) OR an Infantry unit fired on
direct or indirect fire attacks as Activated. through a rear hex side (does not apply to
6.4 Direct Fire Attacks
indirect fire)
6.1 Range of Fire Combat Each unit fires individually, and each unit
may fire at only one target (within its -3 targeted vehicle fired on through rear hex
All normal status combat units and leaders side (-2 T-80) (does not apply to indirect fire)
Weapons Range and with a Line of Sight
have a range of 4 hexes during the day. In the
to it – see above) at a time. The attacking -1 Chechen unit firing at night (does not
night turn the range is reduced to 1 (adjacent
player calculates any DRM to the fire attack apply to indirect fire)
hexes only) for all units.
and rolls a ten-sided die. If the modified
DR is less than or equal to the unit’s CF the -1 T-80 firing on built-up hex.
6.2 Facing and Lines of Sight targeted unit is hit.
-1 Sniper (only against Russian Infantry and
Infantry combat units may fire through
6.4.2 Fire Attack Modifiers These factors Heavy Weapon combat units, see Section
their frontal hex sides. Vehicle units may fire
will modify the fire attack DR. 8.8).
through any of their hex sides.
• Add to the Fire Attack DR for each of the -3 against passenger units riding a tank
6.2.1 Line of Sight (LoS) For Direct Fire
following (use all that apply): (Section 8.10).
attacks a unit must be able to see a unit to
fire at it. To do so, the player must be able to +1 Infantry unit same hex as vehicle and fired 6.4.3 Fire Attack Results If the modified
trace an unblocked LoS from the center of the upon by enemy unit at ground level (does fire attack DR is less than or equal to firing
firing hex to the center of the target hex, up to not apply from upper level or indirect fire) unit’s CF the targeted unit is hit. If the
4 hexes during the day, 2 hexes if the spotting modified DR is higher the attack missed and
unit is suppressed or pinned. LoS is blocked: +1 firing unit moved and fired in the same has no effect on the targeted unit.
activation
1) By Built-up, Woods, Landmark and If the targeted unit is hit the following results
Rubble terrain. You may fire into these +1 firing unit is Suppressed apply:
features, but not through them. +2 firing unit is Pinned
INTO A BEAR TRAP rules 7
• If the firing unit was not a Heavy Weapon 6.5.1 Indirect Fire Resolution A Normal, must pay an additional MP to do so. Also,
the attacker rolls a six-sided die. If the Suppressed, or Pinned status leader that can the unit has its movement interrupted to
targeted unit was a Russian infantry unit trace an LoS to the targeted unit qualifies perform a fire attack. A ten-sided DR is
the fire attack eliminates it with a DR for a spotted indirect fire attack. Landmark made. If the DR is less than or equal to
of 1 to 3 (1 or 2 if Chechen infantry). A hexes can be the targets of unspotted half of the artillery unit’s CF the unit is
DR of 4 to 6 causes the unit to become indirect fire as well by off-map artillery immediately Disrupted (drop any fraction).
suppressed (3 to 6 if Chechen infantry). batteries, not the Buratino, and on-map If the DR is higher the unit may resume its
If the targeted unit was a vehicle unit it is Heavy Weapons units. movement (and possibly come under another
eliminated by a DR of 1, suppressed with a indirect fire attack if it enters another
Note: These buildings were prominent and
result of 2 to 6. interdicted hex).
frequent reference points. These are the only
• If the firing unit was a Heavy Weapons hexes that can be targeted by indirect fire and If the initial interdiction DR by the Russian
type a DR of 1-4 will eliminate a targeted not spotted by an enemy leader unit. player is 10 or more not only does that
Russian unit. The unit will become particular interdiction fire mission fail, but
The player indicates the firing unit, and if it
Disrupted with a DR of 5 or more. A no other interdiction fire missions may be
is an off-map artillery or Buratino battery,
Chechen unit is eliminated with a DR performed for the rest of the game (the
places the appropriate marker to indicate the
of 1-3 when hit by a Heavy Weapon, Russians did not anticipate a protracted fight,
impact hex. All units in the targeted hex are
disrupted with a DR of 4-6. Note: Subtract and such missions would’ve been a severe
subject to the indirect fire attack.
1 from this DR if the unit was hit by a drain on the artillery batteries’ ammunition
Schmel (see Section 8.1). If a Normal status leader is within 4 hexes stockpile).
of the target there is no scatter. If the leader
• An already Suppressed unit that is hit by a
is not Normal status, or if the indirect fire
non-Heavy Weapon fire attack is Pinned if 7.0 CLOSE ASSAULT COMBAT
attack was unspotted by a leader, the attack
it is not eliminated.
will scatter with a DR of 1-7. If the indirect Players enter an enemy occupied hex to
• An already Disrupted unit that is hit by a fire attack scatters there is no effect. engage in Close Assault combat. Only Normal
Heavy Weapon is rendered Inactive if it is status units can enter an enemy-occupied hex
6.5.2 Indirect Fire Attack Results Indirect
not eliminated. to initiate Close Assault combat, but enemy
fire attacks affect all of the units in the
units of any status defend.
Note: Units that are aboard an APC will targeted hex, even those at differing levels
suffer the same combat result as the vehicle in built-up/landmark terrain. The CF for Exception: Leader units by themselves may
in which they are riding. indirect fire attacks are as follows: not initiate Close Assault combats.
• On-map Heavy Weapons = 4 Since units normally move/fire individually,
6.5 Indirect Fire Attacks the attacking player may wait to resolve the
• Off-map Russian artillery = 5
Indirect fire attacks are carried out by normal Close Assault combat until all attacking units
status on-map Heavy Weapons units that • Off-map Buratino = 8 or 9 (adjacent/ are moved into the hex.
have not moved, or off-map artillery batteries impact hexes)
that can trace an LoS via a leader to the 7.1 General Rule
targeted unit. Both sides can conduct indirect For each unit in the targeted hex roll a ten-
fire attacks with their Heavy Weapons units. sided die. The DR is modified per those Units that have not performed fire combat
The Russian player also has 9 off-map listed in Section 6.4.2. If the DR is less than may enter an enemy occupied hex by
artillery units (6 if the 2 Buratinos are used) or equal to the CF of the indirect firing unit expending all of their MP to do so (i.e., the
with which to conduct indirect fire attacks the affected unit is hit. Roll a second six- attacking unit(s) must be adjacent to conduct
when the Artillery activation marker is drawn. sided die as in Case 6.4.3 to determine if the a Close Assault attack). Clarification: The
Indirect fire attacks are considered spotted if a affected unit is Disrupted or Eliminated. enemy hex may have been the target of
Normal (4 hex range), Suppressed, or Pinned earlier direct fire attacks, but the units
Note: Off-map artillery indirect fire attacks
(2 hex range) status leader can trace an LoS initiating the Close Assault combat cannot
may not be targeted on hexes adjacent to
to the targeted unit. Disrupted or Inactive themselves have fired earlier.
Russian units (there must be 2 intervening
leaders may not spot. Indirect fire attacks hexes for Buratinos, see Section 8.3). All of the attacking Close Assault units are
without a leader are unspotted (see Section moved into the hex, or to the same level as
8.5 for the affects of leaders). 6.5.3 Interdiction Fire (Optional Rule)
the enemy units.
The 6 or 9 off-map Russian artillery batteries
Note: Russian leaders may spot from an (not the Buratino or any on-map Heavy Note: Close Assaulting units would have to
APC. Weapons unit) may perform interdiction be in the same hex if the enemy units were at
An artillery battery and Buratino can be fire missions. The Russian player places the a different level in Built-up terrain.
used once per day turn (none are available at artillery battery marker on a hex and rolls a
Vehicles may not enter Built-up terrain
night) when the Artillery activation marker ten-sided die. Add 1 to the DR if the impact
unless along a road to conduct a Close
is drawn. Indirect fire off-map attacks cannot hex is Built-up terrain, add 2 if the impact
Assault attack. Any passengers may unload
take place if there is a Russian combat unit hex is unspotted (use both if they apply). If
at this time, up to the stacking limits, to
adjacent to the targeted hex (within 2 hexes the modified DR is less or equal to the off-
conduct Close Assault combat against enemy
for the Buratinos). map artillery CF the interdiction fire mission
units at ground level (see Section 8.2).
is in effect for the rest of the turn.
Note: A Heavy Weapons unit cannot Vehicles cannot Close Assault enemy units
conduct both indirect and direct fire in the Any unit (Russian or Chechen) that enters in Upper level Built-up terrain under any
same turn. It is either one or the other. the impact hex, or any of the adjacent hexes, circumstances.
8 INTO A BEAR TRAP rules

7.2 Close Assault Combat Procedure 8.2 Armored Personnel Carriers 8.4 Road Blocks
In Close Assault combat the Russian player (APCs) The Chechen player has a
has a CF of 4, the Chechen player a CF of 5. BTR units may activate once number of Roadblock markers
The attacking player rolls a ten sided die and per turn with any of the 81st that can be made available (four
modifies it as follows: Regiment’s activation markers. in the historical scenario, five
The BMP units activate with the in the variant). The Chechen player keeps
-1 for each attacking Chechen unit in excess
1/131st battalion. these separate from the other units that
of the number of Russian defenders
are drawn as reinforcements. For every five
The BTR and BMP units can carry infantry reinforcement units made available, one of
-1 for each unit Russian player has more than
combat units and leaders. Each APC can these can be a road block in lieu of a combat
Chechen in the Close Assault combat
carry one Schmel, infantry, or Heavy unit selected from the opaque container.
+1 defender in higher level than hex(es) all Weapons unit as well as one leader. To Place the unselected unit back in the opaque
attacking units came from indicate the unit(s) riding inside the APC container. When chosen roadblocks are
place them below the vehicle unit. The placed in any built-up or woods hex with
+3 if any of the defending units are Inactive
passenger and APC units are considered as a road. A Road Block can be placed within
Status *
one when the APC is loaded. It costs one MP a Russian LoS as long as it is beyond direct
+2 if any of the defending units are by the APC to load or unload the passenger fire attack range (5 or more hexes during
Disrupted Status * unit(s). Passenger units may unload in the the day, 2 or more hexes at night). Road
vehicle’s hex or any adjacent hex, ground Blocks prevent a vehicle from entering the
+1 if any of the defending units are Pinned level only, free of enemy units.
or Suppressed Status * hex. It costs infantry and leader units all
Note: Units may unload into a Built-up hex MP to enter a Road Block (i.e., they must
* Use only one of these modifiers, but the if the enemy is only in the upper level of the start adjacent to enter the road blocked hex).
one most advantageous to the attacker. hex. The Road Blocks can be removed by either
direct fire attacks (not indirect fire) or Close
7.3 Close Assault Combat Infantry units may not conduct fire attacks Assault.
Resolution when loading or unloading, but may conduct
a Close Assault attack when unloading as per 8.4.1 Direct Fire Removal Only Heavy
If the attacking player’s DR is less than or the above paragraph. Infantry inside an APC Weapon type units can attempt to remove a
equal to the Close Assault CF, all of the can not be targeted by fire attacks (direct or Road Block through a direct fire attack. The
defending units are eliminated. If the DR is indirect). Any units aboard an APC suffer firing unit must be within two hexes of the
greater than the attacking player’s CF, all of the same effects in combat that befall the Road Block. An unmodified DR of 1 to 4
the attacking units are eliminated. vehicle. with a ten-sided die causes the Road Block to
be removed. Any other result is no effect.
Clarification: Units that participate in a
Close Assault (attacking or defending) are 8.3 Buratino (Optional Rule) Note: Units can not both move and fire
turned over to their Activated sides once the The two Buratino units are when attempting to remove a roadblock
attack is resolved. available as an optional force to through direct fire.
allow players the opportunity to 8.4.2 Close Assault Removal An infantry
explore a “what if ” in history.
8.0 SPECIAL UNITS The two Buratino markers can be chosen by
or heavy weapons unit can clear a Road
AND RULES Block by declaring a Close Assault on the
the Russian player before the game begins, hex. The Road Block is not counted in any
There are a number of units with special but then only 6 off-map artillery units can be Close Assault combat, however. If there are
capabilities in the game. used. Further, the Chechen player is awarded no other Chechen units in the hex the Road
a number of victory points equal to the roll Block is automatically removed, no DR is
8.1 Schmel of one ten-sided die (re-roll if the DR = 0). necessary. If there is Chechen combat unit in
Schmel equipped units are The Buratinos are made available whenever the hex the Road Block would be removed
considered infantry type units. the Russian Artillery Activation Marker is if the Russian player was victorious in the
Schmels can only be used drawn during the turn. Unlike other off-map Close Assault combat.
in direct fire attacks but are indirect fire attacks, there is no scatter for
considered Heavy Weapons. Schmels have the Buratino since the target must always be 8.5 Leaders
a range of 3 hexes during day, 1 at night. 1 spotted by a leader, and at least 3 hexes away Both sides have leaders in the game. Russian
is subtracted from the Combat Result six- hexes from the nearest Russian unit. The two leaders have more capabilities than their
sided DR when determining the effects of numbers on the counter are both CF. The Chechen counterparts.
a unit hit by a Schmel. Any combat result number to the left of the slash is used for
that causes elimination by a Schmel’s attack units in the hexes adjacent to the impact hex, 8.5.1 Russian Leaders These
in Built-up terrain causes the hex to become while the number to the right of the slash is units can spot for indirect
Rubble. used for any units in the targeted hex. fire combat (see case 6.5) for
both Russian on-map Heavy
Schmels activate once per turn with any If the DR is less than or equal to the Weapons units, as well as off-map artillery
Russian Activation Marker/formation. Buratino’s CF all of the units in the impacted and Buratino batteries. In order to spot the
hex are eliminated and the hex is turned to leader must be in Normal (4 hex spotting
Rubble. Any units in an adjacent hex become range), Pinned or Suppressed (2 hex spotting
Inactive with a second DR that is even. An range) Status, cannot have moved, and can
odd DR has no effect. trace an LoS to the targeted hex. Disrupted
INTO A BEAR TRAP rules 9
or Inactive Russian leaders may not spot for units. When used in this fashion, a Sniper activation this turn, after all other Activation
indirect fire. unit doesn’t have to be stacked with the firing Markers have been drawn from the opaque
unit, but it must be activated and in range of container. Treat as No Event if the Chechen
8.5.2 Chechen Leaders
the target. player has more VP than the Russian player.
Chechen leaders function as
other Chechen combat units. Snipers have no effect on Close Assault 4 or 9. Russian Desperation. A number
They can spot for indirect fire combats fought in their hex, and are of Normal status units equal to the roll of
attacks by Chechen on-map Heavy Weapons eliminated if hit in fire combat by a Heavy one ten sided die that can trace an LoS to
units. As with the Russians, the leader must Weapon (no second DR is needed), caught a Normal, Suppressed, or Pinned status
be in Normal (4 hex spotting range) or alone in a hex during movement, or Close Russian Leader, may conduct a bonus
Pinned or Suppressed (2 hex spotting range) Assault. activation this turn. The bonus activation is
Status, cannot have moved, and can trace performed after all other Activation Markers
an LoS to the targeted hex. Disrupted or 8.9 Wrecks have been drawn from the opaque container.
Inactive Chechen leaders may not spot for These units can be from more than one
Whenever a vehicle unit is
indirect fire. formation. Treat as No Event if the Russian
eliminated in a Built up, Woods
player has more VP than the Chechen player.
or Landmark hex a wreck marker
8.6 Night Turn is placed if the DR that caused 3 or 11. Snafu! Roll another die. An even
During the Night Turn the following apply: the unit’s elimination was even (by direct or DR affects the Russian player an odd DR
indirect fire as well as in Close Assault). If the affects the Chechen. Remove one of the
• Indirect fire attacks by off-map artillery
DR was odd the wreck marker is not placed. affected player’s Activation Markers from the
and Buratino batteries are not allowed.
opaque container (at random). These units
A wreck is treated the same as a Road Block
• The spotting and fire combat ranges for all may not activate this turn. A player may only
(Section 8.4). Vehicles may not enter a Road
combat units is reduced to 1 (i.e., adjacent be affected by this event once per game. Treat
hex when a wreck is present. Wreck markers
hexes only). as No Event if rolled again by a player.
are removed by direct fire (Case 8.4.1) or
Close Assault (Case 8.4.2). 5 or 8. Allah Hu Ahkbar (God is Great)! A
8.7 Rubble number of previously eliminated Chechen
Wreck markers are not placed, regardless of
Rubble is created in Built-up units equal to the roll of one six-sided die can
the DR that caused its elimination, in clear
hexes in these instances: be re-entered into the game at any Landmark
terrain hexes.
building that is under Chechen control.
• A unit is eliminated as a result of a Schmel The Russian player is awarded 1 VP for each
or indirect fire attack. 8.10 Tank Passengers (optional rule) of these units entered into play. This event
• When a successful Buratino attack occurs Both players can have 1 infantry type unit can only occur once per game. Treat as No
on a targeted hex (see case 8.3). and 1 leader unit ride as passengers on a Event if rolled more than once, there are
tank. Place the passenger unit(s) atop the no eliminated Chechen units, the Chechen
Rubble hexes do not have a upper level, and vehicle. It takes all of the infantry/leader player does not control any Landmark
the Rubble TEC costs/effects apply in the unit’s MP to load. None of the units may buildings, or the Chechen player declines to
hex for the rest of the game. Vehicles may conduct fire combat while aboard, including enter any units.
never enter a Rubble hex. Rubble cannot be the tank. While aboard the units will
“cleared” in the course of the game. 7 or 10. No Event.
activate/move when the tank activates/moves.
Note: See Optional Section 11.3. There is a -3 DRM applied to the passenger
units, in addition to those listed in Case 10.0 GAME SET UP
8.8 Snipers 6.4.2. Tank passenger units unload as with
the Russian APCs (see Section 8.2). There are two scenarios to Into a Bear Trap.
The Chechen player has a The first covers the historical battle fought in
number of Sniper units that Note: Russian Units may start the game, January 1995. The second posits a Russian
can be put into play. Snipers are or when first deployed, loaded aboard their offensive planned and directed by officials
infantry type units. Any Russian tanks only in the variant scenario. Chechen who did not underestimate the foe.
infantry unit that enters a hex that is within units can start loaded aboard a tank when
first selected for deployment (should they Reminder: The Russian player begins the
the LoS of a Normal (4 hexes), Suppressed,
arrive at the same time) in either scenario. game on turn 1 with the initiative in both
or Pinned (2 hexes) status Sniper unit must
scenarios.
pay 1 additional MP to enter the hex.
Russian vehicles, and infantry inside them,
are unaffected by Snipers. 9.0 RANDOM EVENTS 10.1 Historical Scenario
Each day turn, beginning with turn two, of Neither player begins with any units on the
Normal status Snipers only may fire upon
the game both players roll a six-sided die and map. The Russian player places all three
Russian leaders. The Sniper’s CF is 7. If a
total the results. The number determines if Activation Markers of the 81st Regiment,
hit is scored roll a second die. An even DR
any of the random events listed below are in the 1/131st and 3/131st Battalions, as well
eliminates the leader unit, an odd DR causes
effect for the turn: as the Artillery activation marker into the
the leader to be Suppressed.
opaque container. One of these Activation
2, 6 or 12. Chechen Desperation. A number
Snipers have no effect in fire combat on Markers is withheld as the one the Russian
of Normal status units equal to the roll of
other Russian combat units by themselves, player will start the turn (player’s choice).
one ten sided die that can trace an LoS to
but do confer a -1 DRM in direct fire There are normally 9 off-map artillery
a Normal, Suppressed, or Pinned status
combat by other Chechen units against batteries available to the Russian player, but
Chechen leader, may conduct a bonus
Russian infantry and Heavy Weapon combat this is reduced to 6 if the 2 Buratino batteries
10 INTO A BEAR TRAP rules

are taken as part of the at-start forces (See • The Russian player may not carry out any 10.3 Variant Scenario
Section 8.3). The Chechen player places 2 fire attacks (direct or indirect) during turn 1
This scenario allows player to explore
activation markers in the opaque container. until a Chechen unit attacks.
the “what if ” of a more rationale Russian
All of the Chechen infantry, leader, tank,
Notes: The Russian player chooses one of offensive plan to take Grozny.
Heavy Weapon, and RPG units are placed in
the above formations to start the game’s first
another opaque container. The Road Block 10.3.1 Chechen Set-Up The Chechen
activation (1, 2 or 3 /81 as well as 1/131
markers are set aside for deployment per player sets up a number of units equal to
and 3/131). The rest go into the cup except
Section 8.4. the roll of 3 ten-sided dice. The units can be
that during the first turn only one of the
placed in any landmark, built up or woods
10.1.1 Chechen At-Start When the remaining activation markers from the other
hex not within a Russian unit’s LoS. All
Chechen player first draws an activation formations can be in the cup at the same
begin the game in Normal Status.
marker two six-sided dice are rolled. The DR time. The other activation markers for the
determines the number of Chechen units formations will be immediately added once Note: Some of these units may be Road
that are randomly drawn and placed on the all of the units of the previously activated/ Blocks, subject to the limitations in Section
map and then activated. entered formations are in play. These can 8.4 (5 in the variant scenario).
be added to the opaque container in the
Note: The fist Chechen activation of turn 10.3.2 Chechen Reinforcements The
middle of the turn. (The Russian player will
one is the only time two six-sided dice are Chechen player begins the turn with 4
not likely have the space to allow all of the
used for Chechen activation. Use a ten-sided activation chits (not 2). On turns 2, 3, and
formations/units to enter in one turn. This
die for all subsequent Chechen DR as per 4 the Chechen player adds an additional
rule allows formations to enter play as soon
Case 4.3.2. activation chit to the opaque container.
as space/opportunity permits).
Each time the Chechen player draws an
The units can be placed in any Built-up
All Russian units are freed from their activation chit on turns 1 through 4 the
terrain hex north of Karl Marx Street, and/or
movement, map entry, and combat Chechen player rolls two six-sided dice to
the Presidential Palace, and/or the Stadium
restrictions once a Chechen unit attacks or determine the number of reinforcement units
as long as they are not within 4 hexes and
on turn two, whichever comes first. If an that are drawn from an opaque container.
in the LoS of a Russian unit. These units
entry hex is blocked, the Russian player can The units can be placed in any landmark,
may immediately activate (no second DR
bring in units at the next closest unblocked built up or woods hex not within a Russian
is needed on the first Chechen activation of
map edge hex, up to the limits of stacking. unit’s LoS. This reinforcement DR is ended
turn one).
when the Russian player gains control of any
Note: Some of these units may be Road 10.2 Historical Reinforcements Landmark hex. (If the Chechen player either
Blocks, subject to the limitations in Section runs out of units, or has units remaining
Both sides receive additional units after the
8.4 (4 in the historical scenario). when the reinforcement DRs end, tough!
first turn.
This is war, deal with it!).
10.1.2 Russian At-Start The Russian player
10.2.1 Russian Reinforcements All
enters his units as follows: Note: See Section 11.2, first bullet.
remaining units of the 131st Regiment
• Units of the 81st Regiment and 1 Schmel (2/131st Battalion and 4 T-80 tanks), the 10.3.3 Russian Set-Up The Russian player
unit enter in single file, one vehicle to a hex leader Col. Savin and 1 Schmel are available begins the game with the same forces listed
at 0124 and/or 0117. The first unit to enter on the 1000 turn of January 1st. These units in 10.1.2. The units enter the map anywhere
pays 1/2 MP to move onto the map, the arrive as per Case 10.1.2. along the west map edge and/or hexes 0123
second 1 MP and so on. They must move and 0117. The Russian player, however, is
10.2.2 Chechen Reinforcements On turns
at the highest speed towards the Presidential not limited by the movement restrictions
two through six add an additional Chechen
Palace (their objective). As many combat of that rule. All combat units can move and
activation marker to the opaque container.
units as can be must be loaded aboard a fight as the Russian player wishes from the
Each time a marker is drawn on these turns
BTR. Any excess units will enter on foot very start of the game.
the Chechen player rolls a ten-sided die. The
after all of the vehicles are on the map. This
DR determines the number of new units 10.3.4 Russian Reinforcements All
will result in some units having to wait a
that can be randomly drawn and deployed remaining units of the 131st Regiment
number of turns before they can enter. The
onto the map. The reinforcement units can (2/131st Battalion, Col. Savin, and 4 T-80
81st Regimental leaders Kalin and Pulik can
be placed at any hex that is not within a tanks) and 1 Schmel are available on the
enter with any of the 81st Regiment’s units.
Russian unit’s direct fire or spotting range. 1000 turn of January 1st. These units arrive
All three of the 81st battalion leaders (1, 2
The Chechen player may not receive units in at any west map-edge hex.
and 3/81) enter with any of the units in their
excess of those in the counter mix, or units
respective commands.
that were eliminated earlier in the game. 10.4 Replacements (both scenarios)
• Units of the 1/131st (including leader
Note: See Case 11.2, first bullet. At the beginning of the night turn (only) a
Lubyenko), 1 Schmel, and 6 T-80s of the
number of the following eliminated units
3/131st Battalions enter at 0426 on turn Clarification; The reinforcement DR with
can be replaced equal to the roll of a DR6
1. All of the 1/131st infantry units and the the second Activation Marker selection
plus the number of Landmark buildings
Schmel unit enter aboard a BMP APC. As onward is separate from the DR made to
under exclusive control by the player (even if
with the 81st Regiment’s units, these vehicles determine how many units can activate.
reduced in whole or part to rubble):
will enter in single file in increments of 1/2 Roll a ten-sided die a second time after
MP and 1 vehicle to a hex. Again, some units the reinforcement units are deployed to • Russian: Infantry, Heavy Weapons, Leader.
will have to wait until room is created for determine the actual number of Chechen
• Chechen: Infantry, RPG, Heavy Weapon,
them before entry onto the map is possible. units that will activate.
Roadblocks, Sniper, Unnamed Leader.
INTO A BEAR TRAP rules 11
Units not able to be replaced: Vehicles of any • Presidential Palace occupied by a Chechen this part of the world was on the fast track
kind, Schmel, any named Chechen leader. combat unit, 12 VP. Chechen player only. to hell...
The specific units to be replaced are selected • State Security Building occupied by a
at random from the pool of previously Chechen combat unit, 6 VP. Chechen player 12.0 DESIGNER’S NOTES
eliminated, eligible units (use the opaque only.
container to do this random selection). Into a Bear Trap Illustrates how the urbanized
• Each hex of the Parliament Building environment negates many of the modern
Replaced Russian units can be deployed
occupied by a Chechen combat unit, 3 VP. weapons systems deployed by the “major
with/adjacent to any leader unit or enter
Chechen player only. powers.” Fought from December 31st 1994
along the west map edge. Replaced Chechen
units go back into an opaque container and through January 1st 1995, the Russian 131st
• Each Russian combat unit eliminated at the
appear as reinforcements. The number of Maikop Independent Regiment and the 81st
end of the game, 4 VP. Chechen player only.
Chechen replacements that arrive is equal to Regiment of the 20th Motorized Division
a DR10 (see Case 10.2.2). • 1 or 2 VP per atrocity reported by (each of about 1,100 men) were ordered
correspondents. See Optional Rule, Section into downtown Grozny in what was to be a
11.3, below. lightning fast strike. The basic plan was to
11.0 WINNING THE GAME • 1/2 VP per Chechen unit exited off of
enter the city in a massive show of force to
cower the populace into submission.
The winner of the game is determined by the East edge of the map (Chechen player,
either one opponent gaining an automatic Variant Scenario only). The 131st sent in only two of its battalions
victory, or by accruing more victory points backed by two companies of T-80 tanks. The
• 1-9 VP (determined by DR) if Russian
than his opponent. 81st made more of an effort, bolstering the
player has Buratino batteries in the game
offensive with artillery support, including
(Optional rule, see Section 8.3).
11.1 Automatic Victory two of their awesome Buratino rocket
• 1 VP per Chechen unit returned to play via artillery batteries (Note: The Buratinos were
A player wins an automatic victory if by the
Random Event (Russian player only). not used in the fighting depicted in the
end of any Operations Phase (i.e., before the
game).
End Phase is conducted for the turn) the Note: VP for a Landmark building are not
opponent has no units on the map that are in awarded if both players have units in the Two Chechen battalions, totaling about 800
Normal, Suppressed, or Pinned Status. same building at the end of the game. VP men of Abkahz and Muslim backgrounds,
are awarded for Landmark buildings even if were in place to greet the Russian invaders.
11.2 Victory Points (VP) reduced to Rubble (We had to destroy it in Amply armed with RPGs, mortars, and
order to save it....). assault rifles, and stiffened with experienced
Players gain VP for each of the following
snipers as well as a few obsolescent T-62
events listed below. Note that some VP Note: The Chechen VP total is subtracted tanks, they were determined to make for a
awards differ based upon the scenario being from the Russian. If the total is 15 VP or less much more interesting reception than those
played. the Chechen player wins the game. If the VP in Moscow anticipated.
total is 16 or more the Russian player wins.
• Each Chechen combat unit eliminated at
The 131st was tasked with seizing the market
the end of the game= 3 VP. (Road Blocks Note: All VP hexes begin the game under area, then the railroad terminal. The 81st
do not count for VP award). Russian player Chechen control. VP are awarded the was charged with securing the Presidential
only. Russian player only for those hexes his units Palace and its environs. While the 131st
occupy, or were the last to pass through, on initially had an easy time of it in reaching
Note: Chechen leader Dudayev was
the last turn of the game. its objectives, the 81st ran into a maelstrom.
evacuated early on December 31st, just
before the Russian attack (he was the By the end of the day 70 of its APC’s were
Chechen President). Whenever/if this leader 11.3 Optional Hotel VP Award gutted wrecks and over 500 of its men KIA.
is drawn the Chechen player can choose to The Built-up terrain hexes with an “H” In the morning, most of the 81st had to fight
immediately remove the leader unit from have a hotel in them that houses foreign on its own, as confusion and contradictory
the game at no penalty. If, however, the unit correspondents. Whenever a Rubble hex orders delayed the efforts of the 131st to
remains and Dudayev is still on the map is generated roll a ten-sided die. Add 4 to come to the relief of their surrounded and
at the end of the game award the Chechen the DR if the Rubbled hex is a Landmark rapidly-dying comrades. When the 131st
player 3 VP for his leading the rebel forces in (Presidential Palace, Railway Station, did move out, it would be into another well-
their defiant stand against the Russian Bear. Parliament or State Security buildings). prepared, and blooded, group of Chechen
If the Dudayev leader is eliminated award the If the hex is within a span of hexes from defenders. By the end of the New Year’s
Russian player a number of VP equal to the a hotel equal to the modified DR foreign Day all hell had broken out. Determined
roll of a ten-sided die. correspondents have reported on the groups of Chechen tank hunter-killer teams
“atrocity.” A number of VP are awarded to destroyed the Russian T-80s in the narrow
• Presidential Palace occupied by a unit streets and alleys, while snipers picked off
the opponent of the player whose attack
of the 81st Regiment = 12 VP (6 VP if officers left and right. By the evening the
created the Rubble. If the DR was odd 1 VP
occupied by Russian combat unit from Russian survivors led a desperate breakout
is awarded, if even 2 VP.
a differing formation or in the Variant attempt that degenerated into an every-man-
Scenario). Russian player only. This event occurs any number of times in the for-himself rout. The 81st was mauled, losing
game for either player. practically all of its vehicles and nearly half
• Grozny Railroad Station and State Security
Buildings occupied by a Russian combat unit Discontinue awarding VP by this rule if all of its men. The 131st was officially removed
(any formation), 3 VP each (1 VP each in the of the hotel hexes are reduced to Rubble. By from the Russian Army’s roster.
Variant Scenario). Russian player only. that point the entire world would know that
12 INTO A BEAR TRAP rules

12.1 Russian Player Cassidy, Robert M. “Why Great Powers


Fight Small Wars Badly.” Military Review,
In the historical scenario you will be
volume 82, issue 5 (2002), pp. 41-53.
challenged to survive the initial Chechen
onslaught, and then to hold on to any Desch, Michael C [editor]. Soldiers in Cities:
Landmark VP hexes once you do take them. Military Operations on Built-up Terrain.
Dismount your infantry as soon as possible Carlisle Barracks, Pennsylvania: Strategic
and attempt to pull back out of the city. Studies Institute, US Army War College,
Many of the VP hexes are outside of the 2001.
built-up areas. By pulling back you can use
the off-map artillery and Buratinos to clear Henze, Paul B. Islam and the North
the way, as well as laying down swaths of Caucasus: the Example of Chechnya. Santa
deadly fire that will make it difficult for the Monica, California: RAND Corporation,
Chechens to re-engage or counter-attack. 1995.

In the variant scenario have your formations Knezys, Stasys. War in Chechnya. College
work in tandem, leap-frogging across the Station: Texas A&M University Press, 1999.
map to take ground and provide covering Lanskoy, Miriam. “When Personalities
fire. Again, stay out of the city as much as Clash: Assessing the 1994-1996 Russian-
possible. In this game you will not only have Chechen War.” In Nationalities Papers,
to have sufficient force to take and hold the volume 28, issue 3 (2000), pp. 579-586.
VP hexes, but also prevent the Chechen
Army from escaping. Seizing the city may Lieven, Anatol. Chechnya: Tombstone of
not be enough to snuff out this rebellion. Russian Power. New Haven: Yale University
Press, 1999.
12.2 Chechen Player Mackinlay, John and Peter Cross [editors].
The timing and location of your initial Regional Peacekeepers: the Paradox of Russian
attack in the historical game will dictate Peacekeeping. New York: United Nations
to a great degree how the fight for Grozny University Press, 2003.
will develop. Beware the Russian artillery. Menon, Rajan. “Russia’s Ruinous Chechen
As in Afghanistan and Vietnam, attempt to War.” In Foreign Affairs, volume 79, issue 2
neutralize this weapon by “clinging to the (2000), pp. 32-44.
enemy’s belts.” Go after the Russian officers,
as the behemoth will then be fighting blind. Pilloni, John R. “Burning Corpses in the
Wise use of your Road Blocks when they Streets: Russia’s Doctrinal Flaws in the
appear, and the creation of wrecks, will be 1995 Fight for Grozny.” In Journal of Slavic
another way of turning a Russian asset into Military Studies, volume 13, issue 2 (2000),
a liability. pp. 39-66.

In the variant game the Russian player will Politkovskaya, Anna. A Dirty War: a Russian
have more of an opportunity to set the pace Reporter in Chechnya. London: Harvill,
and focus for the battle. Attempt to delay the 2001.
enemy’s advance to the Landmarks as long Rudolph, Joseph R. Encyclopedia of Modern
as possible, and try to force the fight into or Ethnic Conflicts. Westport, Connecticut:
through the city. Eventually, you may have Greenwood Press, 2003.
to decide whether Grozny is the best place
to bring down the Russian bear, or whether Smith, Sebastian. Allah’s Mountain: the
discretion is the better part of valor. Battle for Chechnya. New York: I.B. Tauris,
2001.

13.0 ADDITIONAL READING VanDyke, Carl. “Kabul to Grozny: a


Critique of Soviet (Russian) Counter-
Baev, Pavel K. “The Plight of the Russian Insurgency Doctrine.” In Journal of Slavic
Military: Shallow Identity and Self-Defeating Military Studies, volume 9, issue 4 (1996),
Culture.” In Armed Forces and Society, pp. 689-705.
volume 29, issue 1 (2002), pp. 129-146.
Bennett, Vanora. Crying Wolf: the Return
of War to Chechnya. London: Pan Books,
2001.
Cassidy, Robert M. Russia in Afghanistan
and Chechnya: Military Strategic Culture and
the Paradoxes of Asymmetric Conflict. Carlisle
Barracks, Pennsylvania: Strategic Studies
Institute, US Army War College, 2003.

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