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Generic Module: SV vs AB RFT 1 Journal

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Entry # Time Turn Player Title Entry
28 8/12/2026 3:18:00 PM Master ID = 5411 Game Deleted
27 8/2/2026 10:27:00 AM Turn 1 German Message waving the white flag
26 7/31/2026 7:42:00 AM Turn 1 German Die roll request Request: 6-sided die x 1

5


Message from German:
the finns, i will play normally since i screwed up my moves.
25 7/30/2026 7:36:00 PM Turn 1 Russian Message Battle 15(Q5) at +1 or +2: Retreat to Q6 if possible

Battle 16(L6) at +1 or +3: Retreat to L7 if possible

Battle 17(J5) at +2: Retreat to J6 if possible
24 7/30/2026 7:32:00 PM Turn 1 Russian Message Battle 10(Brest-Litovsk BB4) at +2 or +3: No retreat

Battle 11(Z4) at +2 or +5: Retreat to Y5 if possible

Battle 12(Y4) at +1, +3, or +4: Retreat to Y5 if possible

Battle 13(W3) at +7: Retreat to W4 if possible

Battle 14(V2) at +7: Retreat to Lvov(V3) if possible
23 7/30/2026 7:27:00 PM Turn 1 Russian Message Battle 6(GG7) at +2 or +6(specify in your die roll for all attacks where you have a choice): Retreat to GG8 if possible

Battle 7(FF6) at +2 or +3: Retreat to FF7

Battle 8(EE6) at +2 or +3: Retreat to EE7 if possible

Battle 9(EE4) at +7: Retreat to DD4 if possible

Battle 20(DD6) at +3 or +5: Retreat to CC7
22 7/30/2026 7:20:00 PM Turn 1 Russian Message Battle 19(Hango UU11) at -1: I can take Helsinki on any roll other than a 1 or 4 by taking any Hits to the Air unit and exercising my first option to retreat the ground unit to UU12 followed by moving into Helsinki on my turn. To avoid that I'll give you the option to roll the die with a 1, 2, or 3 being a 1 and a 4, 5, or 6 being a 4. Or you may roll normally with my instructions being to take Hits to Air on rolls of 2, 3, 5, or 6 and retreat 1-1-4 to UU12
21 7/30/2026 7:14:00 PM Turn 1 Russian Message Listing Battle Instructions for every Battle other than 1, 18, and 4 as they can be effected by the corrected Blitz moves
20 7/30/2026 6:47:00 PM Turn 1 German Die roll request Request: 6-sided die x 1

3


Message from German:
air combat
19 7/30/2026 6:40:00 PM Turn 1 German Die roll request Request: 6-sided die x 1

1


Message from German:
blitz 5
18 7/30/2026 6:29:00 PM Turn 1 German Die roll request Request: 6-sided die x 1

5


Message from German:
this is alot easier. battle 3 blitz
17 7/30/2026 6:19:00 PM Turn 1 Russian Die roll request Request: 6-sided die x 1

1


Message from Russian:
I see them now. You can do it in the game itself so it registers in the game journal. At the right of the screen "Submit die roll request"

Example only
16 7/30/2026 6:05:00 PM Turn 1 German Message I did do the dice rolls on ACTS, did you not get them?
15 7/30/2026 4:53:00 PM Turn 1 Russian Message Sent you vlog.
14 7/30/2026 9:40:00 AM Turn 1 German Message forgot your note about the air battle in Hangu, I dont see your air
13 7/30/2026 9:36:00 AM Turn 1 German Message 3 blitzes done, results marked on board.
12 7/28/2026 4:01:00 PM Turn 1 Russian Message After you do all your Blitz moves send me the file and I will give you Battle Instructions for the rest. Easier when the Blitzes are done so I know what hexes I can no longer retreat into.
11 7/28/2026 3:57:00 PM Turn 1 Russian Message Battle Instructions

Air Battle 19(Hango UU11) at +1: Retreat on first roll of 4, 5, or 6.

No Naval Battles

Blitz Battle 2(MM6) at +7: Retreat to MM7 if possible. No response to any Blitz move

Blitz Battle 3(JJ6) at +5: Retreat to JJ7 if possible. No response to any Blitz move

Blitz Battle 5(HH6) at +6: Retreat to HH7 if possible. No response to any Blitz move
10 7/27/2026 9:20:00 AM Turn 1 German Message sent my move phase up to your air movement phase

9 7/27/2026 8:45:00 AM Turn 1 German Message rolled clear for artic, central and south are clear for turn 1
8 7/26/2026 3:43:00 PM Turn 1 Russian Message Your 4-4-7 fleet in KK4 needs to be in a port hex. Other than that everything is OK
7 7/26/2026 12:17:00 PM Turn 1 German Message sent my set up for double checking
6 7/23/2026 10:55:00 PM Turn 1 Russian Message Posted the agreements.

E-mailing my set up in next 10 minutes. Using module 2.2.1 as am playing another game using that module currently.
5 7/23/2026 10:52:00 PM Turn 1 Russian Message 18) An Air or Naval unit that starts the turn in a hex and is placed in a Battle Box by an enemy ground unit may transfer(double range) if the attack column counting only the defending ground unit vs the attacking unit with all used supporting units is -5. So if used as a supporting unit it must return but id battle column is -5 without using it has a choice.
4 7/23/2026 10:52:00 PM Turn 1 Russian Message 16) Naval units always have the ability to defend against Minesweeps/Minelays in their hex and to conduct Minesweeps/Minelays in their hex.


17) Unless their current hex qualifies as a Naval/Air Base Naval/Air units may only conduct missions in their hex or transfer up to 20 hexes for Air or 14 hexes for Naval units in the appropriate R&T phase.
3 7/23/2026 10:51:00 PM Turn 1 Russian Message 11) Air units need not engage enemy Air units in their hex supporting Minesweep/Minelay missions but may not leave the hex.


12)How do you like to deal with the following situation. Russian player has a Mine, a ground unit, a naval unit, and an air unit in Leningrad. The Axis attack with a ground unit. May the Axis then try to Minesweep/Minelay with a naval unit? If they can can the Russian oppose the Minesweep/Minelay with his naval unit? What happens when the Axis add an air unit?

two separate battle markers in Leningrad, one for minesweep/minelay other for ground combat. Russian player can decide in which battle he will use naval unit(s) and air unit(s) which are in Leningrad. Unit(s) can participate only in one battle not both. so there is two separate battles in same hex.

If minelay/minesweep is not in Leningrad hex but there is groud combat in Leningrad hex, then naval or air unit can not move out from Leningrad to participate Minelay/minesweep battlehex.


13) Ground units not retreat thru solid enemy lines. For example attacking you in H14 and retreating to G14.


14) Exception to 13)"It can be hard to write rules to forbid what you want but still allow what you wish to allow(like pocketed units attacking to get thru the lines to reach safety. How about this: Units that start the turn OOS are entitled to retreat as sneakily as they are allowed under the rules assuming after they retreat they will be in supply. "


15) Naval and Air units forced to retreat while opposing a Minesweep/Minelay mission may not retreat to the "port" portion of the hex but must retreat to a different hex.
2 7/23/2026 10:50:00 PM Turn 1 Russian Message 6) Only home rule I would like to use is Railway gauge north of Leningrad. (Railway in Finland to Leningrad, Petrozavodsk to Volkhov). No need to convert rail at those railway lines just mark who is control of hex. Reason is that Finland and Russia have same railway gauge So it is no need to convert rail and it would also be unhistorical to do So.


7) It costs the cost of terrain plus 1 MP for the round of combat to pursue in blitz movement.


8) Air units need not start in the hex to get the Air Base bonus of +2


9) Air units opposing a Minesweep/Minelay mission in their hex do not get the Air Base bonus.


10) Naval units doing a Minesweep/Minelay prohibit Naval units from leaving the hex but have no effect on Air units,
1 7/23/2026 10:50:00 PM Turn 1 Russian Message ) No optional rules; all advanced rules.

2) Weather automatically Fair everywhere on T1


3) Both of the 1/12 chances for extreme weather in October/November 41 are disallowed. On a roll of 1,2, or 3 in October a roll of 1 In November is re-rolled until a number other than 1 shows up. On a roll of 6 in October a 4 in November is a 1, a 5 in November is a 2, and a 6 in November is a 3.

4) Both sides may add non-blitzing Armor to a Blitz Battle. Units are marked with a non-blitzing note and treated like an Infantry unit in the hex for purposes of the Blitz Battle.


5) Hexes XX13 and ZZ19 connect off board for Finn rail movement.

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