Frequently Asked Questions for No Retreat! The Russian Front 1941-1945

What is No Retreat!, and what historical conflict does it simulate?

No Retreat! is a two-player grand strategic wargame that simulates the conflict between the Axis powers and the Soviet Union on the Eastern Front of World War II. The game covers the period from the start of Operation Barbarossa in June 1941 to the final surrender of Germany in 1945. Players control the German and Axis allied forces or the Soviet forces respectively.

How do cards function in the game, and why are they important?

Cards are a multi-purpose resource essential to gameplay. They are used to trigger random events that can affect the game, pay for unit replacements and rail movement, and initiate Counterblows. Having a larger number of cards generally gives a player more strategic options and control over their actions, thus the player with the Initiative generally has more cards.

What is the supply system, and how does it affect gameplay?

Supply is a critical element of the game. Units must trace a valid Supply Path of no more than four hexes to a friendly supplied City hex or to a friendly map edge. Cities must also be in supply, which requires an unlimited Supply Path to the appropriate map edge. The direction of the supply path is dependent on the controlling side with axis units tracing west and Soviet units tracing east or south. Unsupplied units suffer significant penalties. They have their movement reduced to 3 movement points, lose their Zone of Control, and they are more vulnerable in combat, suffering combat penalties and retreating 2 additional hexes when defeated (and may have to retreat 2 hexes before moving to the shattered units box).

How do Zones of Control (ZOCs) work, and how do they impact unit movement?

Each unit projects a Zone of Control (ZOC) into the six adjacent hexes. These ZOCs hinder enemy unit movement and block enemy supply lines, except where negated by the presence of a friendly unit in that zone. A unit must stop moving immediately when entering an Enemy Zone of Control (EZOC). To exit an EZOC, a unit must spend 1 additional Movement Point (MP). A unit cannot move directly from one EZOC to another, unless that hex also contains a friendly unit.

How does combat work, and what are some key considerations during battles?

Combat occurs when a player initiates an attack on an adjacent enemy hex. The strength of the attacking units and defending units are compared to determine the combat odds. Dice rolls on a combat results table determine the outcome, which could lead to retreats, step losses, or the complete elimination of a unit. It is beneficial to concentrate attacks, and attack at high odds to minimize losses, particularly for the Axis side early in the game. Counterblows are also important tools to break an enemy attack during the opponent’s combat phase.

How do unit upgrades function, and what significance do they hold in the game?

Soviet units start as one-step units but can be upgraded to stronger versions. Starting on turn 17, Soviet units become two-step units with a full-strength and reduced-strength side. This signifies the strengthening of the Red Army over time, which makes it more robust. Before turn 17 Soviet units can be upgraded to an ‘improved’ one-step version using a free upgrade on turns 6-17 and then by card discards after turn 17. Axis units also start with two steps and can have their strength flipped between full and reduced but this costs cards and does not permanently increase their steps like it does for Soviet units.

What is the significance of “Initiative,” and how does it shift during the game?

Initiative in No Retreat! impacts card play and Victory Point scoring. The Axis player has the initiative for the first 11 turns. The initiative then shifts to the Soviet player on turn 12. A player holding the Initiative gains various benefits including playing certain cards, scoring Victory Points, and receiving the victory in the event of a tie.

What are some key strategic differences between the Axis and Soviet players?

The Axis player, particularly early in the game, should pursue Blitzkrieg tactics, concentrating forces for high-odds attacks and attempting to encircle and eliminate Soviet units. They must be mindful of early losses, which are hard to replace. The Soviet player should prepare for significant losses early in the game, focus on rebuilding their forces, improving their army over time, defending key cities (Leningrad, Moscow, Sevastopol), and mounting counterattacks when the opportunity arises. They should strive to keep their troops on the board and if they must retreat or be removed they need to make sure to bring those units back out into the field quickly to be effective. Both sides must use the “Rail Movement Box” strategically, to protect and move their forces and should take into consideration the weather and terrain while conducting operations.

The Soviet player should also understand the limitations of their early units and focus on long-term growth while the Axis must take early territory and win before their units dwindle due to losses.