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Cornered Wolf (Chechen Wars)
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Cornered Wolf (Chechen Wars)

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Chaos, Simplicity and the Russo-Chechen Wars

Cornered Wolf is a skirmish game aimed at 15mm, 20mm or 28mm miniatures, and aimed at representing the chaos of urban combat with the simplest possible rules.

Uncertain activation, randomly generated forces, deployment that will throw you immediately into chaos, and quick and deadly rules will have you wargaming Chechnya in no time at all. Perfect for playing with younger family members, or for those of you who would prefer to make tactical decisions rather than look up a rule, Cornered Wolf provides everything you need for infantry, weapon teams, vehicles, multi-level buildings and suppression.

These rules cover the basic infantryman armed with AK-47 or AK-74, RPG, SVD sniper rifle or PKM. Weapon Teams like the AGS-17 automatic grenade launcher, NSV heavy machine gun, 'fagot' anti-tank missile and mortars are also covered.

Rules for vehicles cover the BTR-80, BMP-1 / BMP-2, ZSU-23-4 Shilka, 2K22 Tunguska, T-72 / T-80 and MT-LB.

While the basis of this game is kept simple (No markers or tokens needed!), extended rules are provided for players to introduce more detail. Extended rules allow troops to ride along inside (and on top of) vehicles, while extended wounding rules allow carrying wounded and loading them into vehicles. Evacuating wounded could potentially save you some points with regards to completing your mission objective.

A points system is also provided for those who aren't too keen on randomly generated forces, although we strongly recommend at least trying the random generation as it makes for very interesting and still quite balanced games.

A printer-friendly version of the rules is supplied.

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Discussions (4)
Customer avatar
Pavol F May 06, 2018 5:08 pm UTC
a few questions:
1. it seems movement is not stopped by receiving fire, so every turn I will advance a little and finally I will contact the enemy in base to base, but there are no rules for close combat or assault, how should I handle this? (OK,there is suppression)
2. there is this suppression, but how long can I hold a card in reserve (just one turn? or if longer then how many cards?), it seems one unit can suppress just one enemy unit, which leads to nr.1
Then how is it possible to force enemy unit out of position? Just by constant shooting? This leads to game where you just draw a card roll dice and remove some figures, why to move or what decisions to take?
Maybe I am missing something. Maybe some detailed AAR could clear this. I am looking for exactly this type of game - quick, chaotic.

Customer avatar
Tom J May 07, 2018 2:11 am UTC
Hi Pavol,
1. Suppression is the main way to prevent movement, if an enemy unit declares they are about to activate, you can use suppression to try to stop them - if they don't want to take casualties, its likely they will not activate and stay still.
As for close combat, we assume that soldiers will still be firing AKs and other small arms at point blank range when they get close, as this seems to be the case even close quarters and inside buildings in modern warfare. I have not seen any footage showing actual close combat, so we decided to keep it simple by just using the weapons the soldiers already have, rather than adding new rules for rare cases of grappling.

2. You can hold a card in reserve as long as you like, although we are going to introduce a limit of 5 cards held in reserve at any time.

Forcing an enemy out of a position is difficult, you essentially have to send your guys into the building to shoot them at close range, or have enough blast weapons on the building...See more
Customer avatar
Pavol F May 08, 2018 9:18 am UTC
Thanks for your clarifications.
I agree with your representation of close combat, maybe I will just use 4+ (or even 3+) for hit at close range (maybe 6") to represent effect of grenades and small arms on full auto.
Counter-suppresion sounds cool. Does it mean that suppresion will be canceled by one card and you can imediately play another card to activate units? And does it mean than even now when you play suppresion card it is like activating your units and you can also move these units as part of suppresion fire?
Anyway, Tom, thanks for Cornered Wolf!
Customer avatar
Tom J May 08, 2018 9:41 am UTC
Hi Pavol, good idea about making close combat a bit more deadly.

Suppression only lets you fire, and only if the enemy choose to act instead of wasting their activation. If they choose to do nothing and waste their card, you count as suppressing them, but you don't actually get to activate (it is assumed your men are busy firing and keeping the enemy pinned down).
Counter-suppression will allow you to play a card held in reserve in order to negate enemy suppression. It does not allow you to activate at all, but instead allows you to prevent the enemy from suppressing you.

So for example, you choose to activate a unit, but the enemy declares they will try to suppress you (but without showing you the value of the card they are going to use for the suppression). You can play a card you have held in reserve, and if your card is higher than the card the enemy is using to try and suppress you, the suppression is ignored. Both the card used to suppress and the card used for counter-suppression...See more
Customer avatar
Iván D March 30, 2018 9:09 pm UTC
I have bought the ruleset and it looks like very interesting, easy to learn and suitable for Africa too.
Any advice to use troops with different experience, like Militia vs Professional?
Customer avatar
Tom J March 31, 2018 12:48 am UTC
Hi Iván, the easiest way to implement better quality forces would be to allow them to hit better: Small arms would hit on 3+ instead of 4+ in the open, and 5+ instead of 6+ in cover. Blast weapons would hit on 3+, and 4+ in cover.
I'm not sure what the balance would be like with the randomly generated forces, but you may need to slightly reduce the size of the more elite forces infantry units.

With regards to the points system, a slight increase would be necessary for the more elite force. Perhaps 6 or 7 points for each soldier with an AK-74, 8 or 9 points for a soldier with a PKM, etc.

Hope that helps!
Customer avatar
Iván D March 31, 2018 6:57 pm UTC
Thanks! Very smooth and easy.
Customer avatar
Christopher L March 28, 2018 11:15 pm UTC
How many miniatures per side?
Customer avatar
Michael C March 28, 2018 11:53 pm UTC
From the Full-size preview:
You will need 2 armies of opposing miniatures in your chosen scale, around 20 infantry per side, as well as heavy weapons like RPGs and Machine Guns. The Russian side will need a few vehicles such as the T-72, BTR-80, BMP-1 or BMP-2 and Shilka. Anywhere from 1 – 6 of these in total will be enough. The Chechens will need a BTR-80 or two and a BMP or two (can be BMP-1 or BMP-2).
Customer avatar
Iván D March 28, 2018 9:39 pm UTC
Hi, is it suitable for solo gaming?
Customer avatar
Tom J March 29, 2018 12:53 am UTC
Hi Ivan, there are no specific solo rules, but I've heard it works quite well solo due to the uncertain activation. Obviously you would need to control both sides though :)
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File Last Updated:
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This title was added to our catalog on March 28, 2018.