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Hungarian Manors

The document outlines a scenario for a tactical game set in Obuda, Hungary, on December 27, 1944, during World War II. It details the setup and victory conditions for both Russian and German forces, including specific units and their entry points on the game board. The aftermath describes the intense fighting as Soviet forces attempted to dislodge German defenders from strategic high ground amidst ongoing battles in the area.

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Juan Panadero
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0% found this document useful (0 votes)
46 views1 page

Hungarian Manors

The document outlines a scenario for a tactical game set in Obuda, Hungary, on December 27, 1944, during World War II. It details the setup and victory conditions for both Russian and German forces, including specific units and their entry points on the game board. The aftermath describes the intense fighting as Soviet forces attempted to dislodge German defenders from strategic high ground amidst ongoing battles in the area.

Uploaded by

Juan Panadero
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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HUNGARIAN MANORS

OPT 1.1 SCENARIO DESIGN BY CHRIS OLDEN


OBUDA, HUNGARY, DECEMBER 27, 1944:
After the Soviet 2nd and 3rd Ukranian
Fronts had encircled Budapest on the 25th,
the tempo of the fighting in Buda had
increased. Both sides fed units piecemeal
into the battles developing in the hills
surrounding Buda. Units of the 8th SS
found themselves engaged in a fierce,
often hand to hand battle to prevent the
Soviets from occupying all of the strategic
high ground North and West of Buda.

41
Only hexrows R-GG are in play on Board 41.

GERMANS SET UP FIRST


VICTORY CONDITIONS: The Russian Player
must control building overlays X16 and X23 at game end. RUSSIANS MOVE FIRST 1 2 3 4 5 6 7
Elements of the 49th Guards Division and supporting elements of the 18th Tank Corps [ELR:3] enter as per SSR 3, along the
North board edge on/between GG1 and GG10 and/or the East board edge on/between GG10 and X10 {SAN:3}:
Russian

#1 Group #2 Group #3 Group #4 Group

8 6 2 6 2 6
T-34 M43

T-34 M43

T-34/85
T-34/85

2
2

Elements of Kampfgruppe “Kundinger”/271st VGD Division


German Onboard forces may set up on or South of hexrow CC, on hexes numbered ≤ 8. [ELR:4] {SAN:4}:
Pak36
German

4 2 2 8
6 Squadron SS Cavalry Regiment 15 and 8 SS Division “Florian Geyer” enter anywhere along South board edge, as per SSR 3.
th th

#1 Group [ELR:4] #2 Group SS Force [ELR:5] #3 group SS Force [ELR:5] (Must enter as Passengers in the Trucks)
NAG Truck
Buessing-

6 3 4 2 4
2
StuG IIIG (L)

PzA III/IV
Pz IVJ

The 5-4-8 squads in SS groups ARE SS troops, even


2 though the counter artwork does not depict this.

VASL artwork used with permission of Rodney Kinney

SSR: 6. Due to Low Fuel, the first time a Russian AFV changes VCA, or expends MP in a
Russian Player Turn, it must roll for immobilization as if it had Red MP. (EXC: the turn
1. EC is Wet. The Stream is Deep/Frigid (B20.43 and B20.7). Place Overlays as follows; an AFV enters the board.)
X16 on BB2/CC3; X23 on AA8/Z7; X7 on CC6; X18 on EE6/FF6. X16 and X23 exist on
7. The Russians are considered to be Guards for purposes of special ammo and
Level 1 Hill hexes; no 2nd Level Hill Hexes exist. Building overlays X16 & X23 have
depletion numbers. The Russian 6-2-8 squads are NOT assault engineers.
ground, 1st, 2nd and 3rd levels with an inherent stairwell in every hex.
8. #2 and #3 groups in the German OB are considered to have an underlined morale and
2. Civilian Interrogation is in effect (E2.4). Russians are in a Hostile country; Germans are in a
are considered SS for all purposes.
Friendly country.
3. The Russians must enter one Group per turn on Turns 1-4, the Germans must enter one Group AFTERMATH:
per turn on Turns 2, 4 and 5. The Group entered on the current turn is determined by Random The Soviets stormed up hills, attempting to force the Germans from their
Selection during the Rally Phase of the respective Player Turn: each Group may be selected
defensive positions, while Soviet and German tanks stalked each other in the
to enter only once; (i.e. reroll all dr calling for a Group to enter that has already entered).
narrow streets below. These battles would go on for almost the entire siege.
4. The Germans may HIP 2 squad equivalents and any Leaders/SW that set up with them. Only when the defenders ran out of ammunition would they vacate their hill-
5. Due to exhaustion, no Russian infantry(SMC/MMC/Crew) may declare Double Time. top villas which, during the see-saw battles, had been reduced to rubble heaps.

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