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Scenario 1 - A Surprise at Sunrise Scenario 3 - Just Past Don

Scenario 2 involves a large and complex battle between German and Soviet forces. The Germans gain points for controlling bunkers and eliminating Soviet vehicles. Beginning on turn 11, the Soviets can gain points by exiting vehicles off the east map edge. Scenario 4 is a smaller engagement, with the Germans deploying StuG companies to gain points for controlling objectives, while the Soviets gain points eliminating German units. Scenario 1 depicts a surprise engagement at sunrise, with special rules for smoldering wrecks and command vehicles. Scenario 3 concerns a battle just past the Don River, with sighting markers, reserve units that can enter play, and attached anti-aircraft units.

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0% found this document useful (0 votes)
90 views4 pages

Scenario 1 - A Surprise at Sunrise Scenario 3 - Just Past Don

Scenario 2 involves a large and complex battle between German and Soviet forces. The Germans gain points for controlling bunkers and eliminating Soviet vehicles. Beginning on turn 11, the Soviets can gain points by exiting vehicles off the east map edge. Scenario 4 is a smaller engagement, with the Germans deploying StuG companies to gain points for controlling objectives, while the Soviets gain points eliminating German units. Scenario 1 depicts a surprise engagement at sunrise, with special rules for smoldering wrecks and command vehicles. Scenario 3 concerns a battle just past the Don River, with sighting markers, reserve units that can enter play, and attached anti-aircraft units.

Uploaded by

Imaginary_star
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Scenario 1 – A Surprise At Sunrise Scenario 3 – Just Past Don

(Scenario Complexity – 8) (Scenario Complexity – 7)


ORDER CUBES: 3, 3, 7, 7, 7, 7, R, R, R, R ORDER CUBES: 5, 5, 5, 5, 5, 6, 6, 6, 6, 6

VICTORY CONDITIONS: VICTORY CONDITIONS:


The German player gains 3 VPs each time a Soviet unit is eliminated. The German player gains 3 VPs for each fresh German platoon (1 VP for each fresh German squad) he
The Soviet player gains 2 VPs each time a German infantry unit or gun unit is eliminated. exits off the map from any hex along the “German Exit Area.”
The German player gains 4 VPs for each of the seven objective hexes under his control (and loses 4 VPs
DEPLOYMENT: if a hex reverts to Soviet control).

(9) II Panzer Company – Any hexes along the west edge of the map not containing a Soviet unit. DEPLOYMENT:
(10) I Panzer Company – Any hexes along the north edge of the map not containing a Soviet unit.
(11) 3rd Tank Company – Any map edge hexes marked in brown. (7) 7th Company – Any hexes of German setup area “A.”B
(9) Heavy Weapons/Vehicles – Any hexes of German setup area “A.”C
(11) I Battalion – Any hexes of German setup area “B.”D
SPECIAL RULES:
A. SMOLDERING WRECKS: Prior to setup, each player drops a Wreck marker from a least 3 feet above SPECIAL RULES:
hex K15. Place these markers into the hexes they land closest to. Wreck markers act as “2” Smoke for
all rules purposes except that they are never removed during turn advances – they will remain on the A. SIGHTING MARKERS: 8x A-T Ditches, 2x Mines, 2x Wire and 10x False Sightings.
map throughout the scenario. B. RESERVES: 7th Company may enter play during any earlier End of Turn sequence in which the
B. COMMANDER'S VEHICLE: The Pz II F is considered to always be under Mission Command. German player controls at least one objective.
C. SKIRMISH: Battery and Counterbattery assets cannot be played in this scenario (cards 1-10 and 30- C. ACROSS THE DON: The heavy weapons and vehicles may enter play during any earlier End of Turn
37). sequence in which the German player controls at least two objectives.
D. BUTTONED UP TANKS: Snipers orders are not allowed and sniper activity is not performed in this D. FLANKING MANEUVER: I Battalion may enter play during any earlier End of Turn sequence in which
scenario. the German player controls at least three objectives.
E. WITHDRAWAL: Beginning on Turn 12, the Soviet player may voluntarily exit his units off the east map E. ATTACHED AA HALFTRACKS: During any Soviet aircraft barrage, the Soviet player cannot place the
edge. Exited units are worth no VPs for either side. Spotting Round within 4 hexes of the 2cm SP FlaK nor within 5 hexes of the 2cm SP Quad FlaK.

Scenario 5 – Operation Herbstwind: Kampfgruppe Grosser Scenario 7 – Operation Herbstwind: Gostischka Lowlands
(Scenario Complexity – 6) (Scenario Complexity – 4)
ORDER CUBES: 1, 1, 1, 1, 1, 1, R, R, R, R ORDER CUBES: 1, 1, 1, R, R, R, R, R, R, R

VICTORY CONDITIONS: VICTORY CONDITIONS:


The Soviet player earns victory points for eliminated German units: 3 VPs per vehicle and 1 VP per
The Soviet player earns victory points for eliminated German units: 3 VPs per vehicle and 1 VP per
infantry.
infantry.
The German player gains 6 VPs for each of the nine objective hexes under his control (and loses 6 VPs if
The German player gains 6 VPs for each of the five objective hexes under his control (and loses 6 VPs if
a hex reverts to Soviet control).
a hex reverts to Soviet control).

DEPLOYMENT:
DEPLOYMENT:
(10) Reinforced Rifle Company – Any hexes along the east or south or west map edge (choose only one).
(11) Reinforced Rifle Company – Any hexes along the east or south map edge (choose only one).
SPECIAL RULES:

A. SIGHTING MARKERS: 6x Hidden Unit, 12x False Sighting and 2 Roadblock. SPECIAL RULES:
B. TRENCHLINES: Any infantry unit moving from inside one Entrenchment to inside an Entrenchment in
an adjacent hex pays a maximum of 1 MP to do so (regardless of terrain) and cannot be the target of A. SIGHTING MARKERS: 3x Hidden Unit, 6x False Sighting and 1x Roadblock.
Op Fire. This rule does not apply if the unit crossed a stream hexside. B. TRENCHLINES: Any infantry unit moving from inside one Entrenchment to inside an Entrenchment in
C. OBERST GARSKI'S COMMAND TANK: an adjacent hex pays a maximum of 1 MP to do so (regardless of terrain) and cannot be the target of
– LOS for German barrages may be traced from the Pz II. Op Fire. This rule does not apply if the unit crossed a stream hexside.
– The Pz II is always under Mission Command.
This scenario covers the action on the left flank of the larger Operation Herbstwind:
– All German units within 4 hexes and LOS of the Pz II can be considered under Tactical Command.
Kampfgruppe Grosser scenario – that is, the battle to consolidate new defensive positions in the
– If the Pz II is ever eliminated or abandoned, retrieve a German Command marker from the
lowlands between the town of Kostanossowo and the Gostischka river.
countermix and place it in that hex with its “Tactical” side face up.
Scenario 4 – Operation Max Und Moritz Scenario 2 – Kampfgruppe Garski
(Scenario Complexity – 3) (Scenario Complexity – 10)
ORDER CUBES: 1, 1, R, R, R, R, R, R (two in Used Order Cube box) ORDER CUBES: 1, 2, 2, 3, 3, 4, 4, 5, 5, 6

VICTORY CONDITIONS: VICTORY CONDITIONS:


The Soviet player earns victory points for eliminated German units: 3 VPs per vehicle and 1 VP per German player gains 5 VPs for each Bunker that is either destroyed or contains no Soviet unit.
infantry. German player gains 1 VP for each eliminated Soviet vehicle.
The German player gains 8 VPs for each of the four objective hexes under his control (and loses 8 VPs if Beginning on Turn 11, the Soviet player gains victory points for each fresh Soviet vehicle unit he exits off
a hex reverts to Soviet control). the east map edge: 1 VP per squad and 3 VPs per platoon.

DEPLOYMENT:
DEPLOYMENT:
(6) Sturmgeschütz Company – Any hexes of setup area “A” or “B” (choose only one). (2) Sturmgeschütz Battalion – Hexrow JJ.
(8) 7th Company – Any hexes of setup area “C.”B (7) Tankodesantniki Battalion – Hexrow A.
(10) Mixed Tank Company – Any hexes along the east map edge. (10) Pazner Support – Any map edge hexes marked in grey.
(11) Light Tank Company – Any map edge hexes marked in brown.
SPECIAL RULES:
SPECIAL RULES:
A. SIGHTING MARKERS: 4x Hidden Unit, 4x False Sighting, 5x Wire and 12x Mines.
B. OBERLEUTNANT RENE de L'HOMME de COURBIERE: When 7th Company enters play, raise the German A. SIGHTING MARKERS: 6x Hidden Unit, 5x False Sighting and 4x Roadblock.
Command & Control level by one. B. FORTIFIED BUILDINGS: The Bunkers must be set up in building hexes.
C. COMMANDER'S VEHICLE: The Pz II F is considered to always be under Mission Command.
Historical Note: Olt. de Courbiere was a descendant of a general that fought against the French in D. BREEZY: Any time “doubles” are rolled, shift any Smoke markers on the map one hex to the east.
1806. General Courbiere refused to surrender his fourtess garrison to Napoleon, and was later E. TANK-RIDERS: Soviet T-34's are not considered to be radioless as long as they share a hex with a fresh
honored with the title “King of Graudenz.” SMG unit.

Scenario 8 – “Tanks Are Coming Now...” Scenario 6 – Operation Herbstwind: Garski's Demise
(Scenario Complexity – 2) (Scenario Complexity – 5)
ORDER CUBES: all random ORDER CUBES: 1, 1, 1, R, R, R, R, R, R, R

VICTORY CONDITIONS: VICTORY CONDITIONS:

The Soviet player wins immediately if no German unit is in, or has a LOS to, any hill hex. The Soviet player earns victory points for eliminated German units: 3 VPs per vehicle and 1 VP per
Both sides gain victory points for eliminated enemy units: 3 VPs per vehicle, 2 VPs per gun and 1 VP per infantry.
infantry. The German player gains 6 VPs for each of the five objective hexes under his control (and loses 6 VPs if
a hex reverts to Soviet control).

DEPLOYMENT:
DEPLOYMENT:
None beyond the initial scenario setup.
(11) Reinforced Rifle Company – Any hexes along the south or west map edge (choose only one).
SPECIAL RULES:
SPECIAL RULES:
A. SIGHTING MARKERS: 6x Hidden Unit and 4x False Sighting. Units of the Regimental HQ cannot set up
hidden. A. SIGHTING MARKERS: 3x Hidden Unit, 6x False Sighting and 1 Roadblock.
B. OBERST KÖHLER: A German Command marker occupying any of the five hill hexes is considered to B. TRENCHLINES: Any infantry unit moving from inside one Entrenchment to inside an Entrenchment in
have a Command Radius of 8 instead of the current German Command & Control level. an adjacent hex pays a maximum of 1 MP to do so (regardless of terrain) and cannot be the target of
C. WINTER CONDITIONS: Op Fire. This rule does not apply if the unit crossed a stream hexside.
Falling Snow – Aircraft barrages are not allowed. The default hindrance of 1 is modified by +1 for C. OBERST GARSKI'S COMMAND TANK:
every 3 full hexes of range to the target. If other hindrances affect an attack – such as firing – LOS for German barrages may be traced from the Pz II.
through field or smoke – use the single greatest relevant hindrance. – The Pz II is always under Mission Command.
Camouflage Smocks – German infantry units are considered to have +1 Morale on their reverse – All German units within 4 hexes and LOS of the Pz II can be considered under Tactical Command.
(activated) side. When activated for an Advance order, German infantry may advance up to 2 – If the Pz II is ever eliminated or abandoned, retrieve a German Command marker from the
hexes instead of 1 as long as the first hex entered contain no Soviet units. countermix and place it in that hex with its “Tactical” side face up.
Scenario 9 – Back To Russia
(Scenario Complexity – 1)
ORDER CUBES: 3, 3, 7, 7, R, R, R, R, R, R

VICTORY CONDITIONS:

The German player wins if at game end he controls all three objectives. Any other result is a Soviet win.

DEPLOYMENT:

(10) Elements of II (APC) Company – Any hexes along the south map edge.
(12) Elements of VW Recon Company – Any hexes along the east map edge.

SPECIAL RULES:

A. SIGHTING MARKERS: 6x Hidden Unit, 3x False Sighting and 1x Roadblock.


B. CONCEALED ANTI-TANK GUN: Set the ZIS-3 unit aside at the start of the game. At any time during a
German Assault or Move order, place the ZIS-3 into any building or woods hex. When placed, it may
immediately make up to three Op Fire attacks at the last enemy unit to have expended MPs (pay
Initiative for these shots normally). During these three shots, the unit cannot miss due to hindrance
[34.142] and will not become spent [35.63] regardless of the dice rolls.
C. WINTER TERRAIN: The field hindrance for this scenario is 2 (instead of 3).
Scenario 10 – The Expected Counterattack
(Scenario Complexity – 9)
ORDER CUBES: all random

VICTORY CONDITIONS:
The Soviets win at game end if:
(1) they control at least three objective hexes; or
(2) they control two objectives and have a friendly unit in at least 6 of the 11 buildings.
Any other result is a German win.

DEPLOYMENT:
None beyond the initial scenario setup.

SPECIAL RULES:

A. SIGHTING MARKERS: 6x Hidden Unit and 12x False Sighting.


B. NIGHT ATTACK: Soviet units are considered under Tactical Command for the duration of the scenario.
C. NIGHT CONDITIONS: Fire attacks cannot be made unless:
(1) the target hex is within three hexes of the firing unit; or
(2) the target hex is illuminated (see Starshells below)
D. STARSHELLS: Smoke hindrances are not applicable in this scenario. Instead, whenever a Smoke
marker would be placed on the map, it is always placed on its “2” side and is considered to be a
starshell instead. A starshell “illuminates” all hexes within 2 of its location. An illuminated hex is
always considered to be in LOS, even if beyond the three hex maximum listed above (and LOS is not
reciprocal in this case unless the other hex is also illuminated). Starshells are removed at the end of
every turn in the same manner as depleted Smoke.

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