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Soviet NKVD Reinforcement Enters Here: German Forces: Soviet Forces
Soviet NKVD Reinforcement Enters Here: German Forces: Soviet Forces
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-XQH2SHUDWLRQV-RXUQDO³Field Marshal von Bock’s Army Group Center has encircled large portions of the Soviet 3rd, 4th and 10th armies
during the Bialystok-Minsk battle. The Soviets have initiated several break out attempts in order to link up with other West Front formations.”
General Situation: Elements of Hoth’s 3rd Panzer Group have cornered a Soviet company trying to break through German lines near the
wooded area of Mir, SW of Minsk. Instead of surrendering, NKVD elements drive the Red Army units to a fanatical defense. From the south,
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WDQNVJXQVDQGDLUFUDIW+LVWRULFDO1RWH The NKVD army, part of the Soviet secret police, were elite and often fanatical
Soviet units that often were responsible for bolstering the Soviet lines and preventing wholesale retreats.
Commanders: 2 - 4 Initiative: Soviets on Round 1. Both commanders of a faction take a turn, then both opponents.
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CAPs per Commander: Germans 2 CAPs, plus ? CAPs each round thereafter (see special rules below). Soviets&$3VHDFK
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Map Setup: 0DS3ODFH*HUPDQ&RQWURO0DUNHURQKH[*DQGD6RYLHW&RQWURO0DUNHURQKH[%
German Special CAP Rules: ,IWKH*HUPDQVFRQWUROKH[*DWWKHEHJLQQLQJRIURXQGVWKUXWKH\HDFKUHFHLYHERQXV&$3VIRUWKH
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6RYLHW6SHFLDO5HLQIRUFHPHQW5XOHVIf the Soviets control the hex B13 at the beginning of the round 3, each Soviet commander receives
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German Forces: Each player commands one platoon. Soviet Forces: One player commands the NKVD Co,
the other commands the Relief Platoon.
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H13, H17 G14, H11 '** ( E13 E12 C14, D11
Round 3: Reinforcement for each
Victory Points: Victory Points: commander if control hex B13.
93 - Immediately score each Soviet unit eliminated. 93 - Immediately score each German unit eliminated.
93 - For Control Marker B13 held at the end of each round. 93)RU&RQWURO0DUNHU*KHOGDWWKHHQGRIHDFKURXQG
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Round 5
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Soviet Relief Platoon & reinforcement enter. )LUH¿JKW(QGV
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Player Command: Soviet AI: German
Player Command: Soviet Round 1 Initia- Mission Track
tive: Soviet Soviet CAP Allocation per 1 Start Mission 2 3 Sniper 4
Round: 5 Beginning Victory Points: A fresh Soviet Unit clos- As AI Action: Roll 1D6. If the Germans control
1 German Action Cards: All Action and est to an AI is marked The Player loses the hex G08, shuffle 2 ran-
Bonus cards under 14. The Soviet receives as spent. rolled number of CAPs. dom Defense Command
CAP losses are for cur- Order Cards into the
2 cards in Round 1 and 1 card each Round Order Card Deck.
rent Round only.
thereafter. Order Cards: 6-43
5 6 CAP Surplus 7 Seek Cover 8
While the Mission As AI Action: If the Germans control
Score Victory Hexes Marker is on this space, Lowest DV AI closest hex G08, shuffle 1 ran-
B13 German, G08 the AI adds +1 to all of to a Unit
Counteractions Soviet
dom Defense Command
its die rolls. 4Place a Hasty De- Order Card into the
AI closest to a Unit that is flanking Order Card Deck.
fense Marker on AI
4Fire (+2 CAP)
9 Reinforcements 10 Autorally 11 12
Highest FP AI closest to a Unit As AI Action: A fresh Soviet Unit clos- If the Germans control
4Fire (+2 CAP) Soviet reinforcement if Hit AI closest to a Unit est to an AI is marked hex G08, shuffle 1 ran-
they control hex B13.
Score Victory Hexes B13
4Autorally as spent. dom Defense Command
If no AI can Autorally, Order Card into the
German, G08 Soviet.
Order Card Deck.
AI Mission Objectives execute the Order Card.
Soviet Control Marker
13 14 BF Confusion 15 16
As AI Action: A fresh Soviet Unit clos- If the Germans control
Score Victory Hexes Fresh, Highest FP Unit est to an AI is marked hex G08, shuffle 1 ran-
Mission Orders B13 German, G08 closest to an AI as spent. dom Defense Command
Highest FP AI closest to a German Control Soviet 4Mark as spent Order Card into the
If not, exec. Order Card. Order Card Deck.
Marker
4Fire at the Unit closest to the Control
Marker (+2 CAP) 17 18 Command Exp 19 20 End of Mission
Shuffle 2 random A fresh Soviet Unit clos-
Score Victory Hexes Command Order Cards est to an AI is marked Score Victory Hexes
AI closest to a Soviet Control Marker B13 German, G08 removed, due to killed as spent. B13 German, G08
4Move towards Soviet AI, back into the Order Soviet
Card Deck.
Commanders: 2 Initiative: Soviets on Round 1. CAPs per Round: German 8 CAPs Soviet 6 CAPs
Cards: 6KXIÀHDOODFWLRQDQGERQXVFDUGVXQGHU(DFKFRPPDQGHUUHFHLYHVFDUGVRQURXQGDQGFDUGHDFKURXQGWKHUHDIWHU
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Player Command: German AI: Soviet
Player Command: German Round 1 Mission Track
Initiative: Soviet German CAP Allocation 1 Start Mission 2 3 Sniper 4 Draw AI Order Card.
per Round: 8 Beginning Victory Points: A fresh German Unit As AI Action: Roll 1D6. Place a RE counter on
1 Soviet Action Cards: All Action and Bo- closest to an AI is The Player loses the the hex specified on the
nus cards under 20. The German receives marked as spent. rolled number of CAPs. card, on Map 1. Place
CAP losses are for cur- “No Enemy” Counter
2 cards in Round 1 and 1 card each Round
rent Round only. into RE draw cup.
thereafter. Order Cards: 3-43
2 Rifles may be set up hidden - place 5 6 CAP Surplus 7 Draw AI Order Card. 8 Seek Cover
them in Rumored Enemy draw cup. While the Mission Place a RE counter on As AI Action:
MMG in hex 2-J10 can’t move, pivot only. German: Score if Marker is on this space, the hex specified on the Lowest DV AI closest
2-C10 “A” is in LOS of the AI adds +1 to all of card, on Map 1. Place to a Unit
any German unit its die rolls. “No Enemy” Counter 4Place a Hasty De-
Counteractions into RE draw cup. fense Marker on AI
AI closest to a Unit that is flanking
4Fire (+2 CAP) 9 Reinforcements 10 Autorally 11 Draw AI Order Card. 12
As AI Action: Place a RE counter on A fresh German Unit
Soviet reinforcements
Highest FP AI closest to a Unit Hit AI closest to a Unit the hex specified on the closest to an AI is
German: Score if 4Autorally card, on Map 1. Place marked as spent.
4Fire (+2 CAP) 2-C10 “A” is in LOS of If no AI can Autorally, “No Enemy” Counter
any German unit execute the Order Card. into RE draw cup.
AI Mission Objectives
13 14 BF Confusion 15 Draw AI Order Card. 16
German Control Marker
German: Score if 2-C10 As AI Action: Place a RE counter on A fresh German Unit
“A” is in LOS of any G. Fresh Unit closest to a the hex specified on the closest to an AI is
All: Score Victory Hex Mission Objective card, on Map 1. Place marked as spent.
Mission Orders 2-J10 (German 5VP, 4Mark as spent “No Enemy” Counter
Soviet 2VP). If not, exec. Order Card. into RE draw cup.
Highest FP AI closest to a Soviet Control
Marker 17 18 Command Exp 19 Draw AI Order Card. 20 End of Mission
4Fire at the Unit closest to the Control Shuffle 2 random Place a RE counter on
German: Score if 2-C10 German: Score if 2-C10
Marker (+2 CAP) “A” is in LOS of any Ger- Command Order Cards the hex specified on the “A” is in LOS of any G.
man unit. removed, due to killed card, on Map 1. Place All: Score Victory Hex
AI closest to a German Control Marker Soviet: Score Victory AI, back into the Order “No Enemy” Counter 2-J10 (German 2VP,
Hex 2-J10 4VP Card Deck. into RE draw cup. Soviet 4VP)
4Move towards
Commanders: 2 Initiative: Soviets on Round 1. CAPs per Round: German 8 CAPs Soviet 6 CAPs
Cards: 6KXIÀHDOODFWLRQDQGERQXVFDUGVXQGHU(DFKFRPPDQGHUUHFHLYHVFDUGVLQURXQGDQGFDUGHDFKURXQGWKHUHDIWHU
Map Setup: Maps 3 and 4. Place a Soviet Control Marker on hex 4-I14. Units Setup: 6RYLHWVVHWXS¿UVW.
Artillery weapon
122mm Howitzer m38
Orders: Any unit that moves onto the same hex as the Soviet
during this pre-round
sequence. Fire for effect
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three different rounds. Any
Victory Points: Smoke: 7KH6RYLHWFPPRUWDUDQG Soviet unit may spot for the
93 - Immediately score each Soviet unit eliminated. DUWLOOHU\PD\¿UHVPRNH artillery. The Soviets may plot
93 - Capture the General by moving onto his counter in CC. Orders: Protect the General at all costs! DUWLOOHU\EHIRUHWKH¿UH¿JKW
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4VP - Kill the General by eliminating his counter.
General is captured or killed. beginning of round 1.
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Victory Points:
93 - Immediately score each German unit eliminated.
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93 - Control Hovlau’s Hill, hex 4-I14, at the end of the
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General Petrov
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Round 3
General Petrov
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Round 4
General Petrov
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Round 5
General Survives
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Player Command: German AI: Soviet
Player Command: German Round 1 Initiative: Mission Track
Soviet German CAP Allocation per Round: 1 Start Mission 2 Draw AI Order Card. 3 Sniper Draw 2 Order Cards. A Soviet
8 Beginning Victory Points: 1 Soviet Action Place a RE counter on the As AI Action: Roll 1D6. artillery strike lands on one of
Cards: All Action and Bonus cards under 20. The hex specified on the card, The Player loses the the hexes listed on one of the
German receives 2 cards in Round 1 and 1 card on any map, closest to a cards (on one of the maps).
rolled number of CAPs.
each Round thereafter. Order Cards: 3-43 Unit. Place “No Enemy” Choose the hex that will effect
Counter into 2nd RE draw
CAP losses are for cur- the most German Units and
Place 5cm Mortar on the hex 4-I14. The Mortar rent Round only. then the fewest Soviet AI.
cup.
can’t move. Place Petrov and No Enemy
Counter in the 1st draw cup. Place two marked 5 Draw AI Order Card. 6 CAP Surplus 8 Seek Cover
RE Counters on hexes 4-F10 and 4-G09. Theses Draw 2 Order Cards. A Soviet
Place a RE counter on the While the Mission artillery strike lands on one of As AI Action:
are Petrov. All other Soviet units are hidden - hex specified on the card, Marker is on this space, the hexes listed on one of the Lowest DV AI closest
place them in the 2nd Rumored Enemy draw cup. on any map, closest to a
the AI adds +1 to all of cards (on one of the maps).
to a Unit
Unit. Place “No Enemy” Choose the hex that will effect
Counter into 2nd RE draw
its die rolls. the most German Units and 4Place a Hasty De-
Counteractions cup.
then the fewest Soviet AI. fense Marker on AI
If Petrov is hit: General Petrov
4Rally (+2 CAP) 9 Draw AI Order Card. 10 Autorally 11 Draw AI Order Card. Draw 2 Order Cards. A Soviet
Place a RE counter on the As AI Action: Place a RE counter on the artillery strike lands on one of
hex specified on the card, Hit AI closest to a Unit hex specified on the card, the hexes listed on one of the
If Petrov is in LOS of a Unit: 5 cm Mortar
on any map, closest to a on any map, closest to a cards (on one of the maps).
4Fire smoke on a LOS hex closest to Petrov 4Autorally Choose the hex that will effect
Unit. Place “No Enemy” Unit. Place “No Enemy”
Counter into 2nd RE draw
If no AI can Autorally, Counter into 2nd RE draw the most German Units and
5 cm Mortar cup. execute the Order Card. cup.
then the fewest Soviet AI.
German Forces: Remnants of the 14th Motorized Infantry Div. Soviet Forces: ,QIDQWU\&RPSDQ\WK$UP\.
Setup: Place within the village boundaries shown below. 6RYLHW&RPPDQGHU 6RYLHW&RPPDQGHU
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penalty against open terrain 4 NKVD 20 1 4 5LÀHµ 01 1 3 60*5LÀHV 13 1 4 5LÀHµ 05 1
2 11 4 10 3 10 targets. (This is due to the
0 5 12 0 9 12 2 3-16 13 dampening effect of the snow.)
3 11 3 11 4 11 3 11
[5LÀH [/0* [FP 0 5 13 0 5 12 0 3 12 0 5 12
Mortar [1.9' [5LÀH [60* [5LÀH
Victory Points: Victory Points:
93 - Immediately score each Soviet unit eliminated. 93 - Immediately score each German unit eliminated.
933HU&RQWURO0DUNHUDWWKHHQGRIWKH¿UH¿JKW 93 - Per Control Marker at WKHHQGRIWKH¿UH¿JKW.
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Round 3
Control Control
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Round 5
Each Control
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7
Player Command: Soviet AI: German
Player Command: Soviet Round 1 Initia- Mission Track
tive: Soviet Soviet CAP Allocation per 1 Start Mission 2 When the Mission 3 Sniper 4 When the Mission
Round: 5 each Commander Beginning Track Marker lands on As AI Action: Roll 1D6. Track Marker lands on
Victory Points: 1 German Action Cards: this space, execute the The Player loses the this space, execute the
All Action and Bonus cards under 14. Each current Order Card as if rolled number of CAPs. current Order Card as if
it is a Command Order CAP losses are for cur- it is a Command Order
Soviet Commander receives 2 cards in
Card. rent Round only. Card.
Round 1 and 1 card each Round thereafter.
Order Cards: 1-43 5 When the Mission 6 CAP Surplus 7 When the Mission 8 Seek Cover
Soviet Player takes two turns in a row - one Track Marker lands on While the Mission Track Marker lands on As AI Action:
for every Soviet Commander. this space, execute the Marker is on this space, this space, execute the Lowest DV AI closest
current Order Card as if the AI adds +1 to all of current Order Card as if to a Unit
it is a Command Order its die rolls. it is a Command Order 4Place a Hasty De-
Counteractions Card. Card. fense Marker on AI
AI closest to a Unit that is flanking
4Fire (+2 CAP) 9 When the Mission 10 Autorally 11 When the Mission 12
Track Marker lands on As AI Action: Track Marker lands on
Highest FP AI closest to a Unit this space, execute the Hit AI closest to a Unit this space, execute the
4Fire (+2 CAP) current Order Card as if 4Autorally current Order Card as if
it is a Command Order If no AI can Autorally, it is a Command Order
Card. execute the Order Card. Card.
AI Mission Objectives
Soviet Control Marker 13 BF Confusion 14 When the Mission 15 When the Mission 16
As AI Action: Track Marker lands on Track Marker lands on
Fresh Unit closest to a this space, execute the this space, execute the
Mission Objective current Order Card as if current Order Card as if
Mission Orders 4Mark as spent it is a Command Order it is a Command Order
Highest FP AI closest to a German Control If not, exec. Order Card. Card. Card.
Marker
4Fire at the Unit closest to the Control 17 When the Mission 18 Command Exp 19 When the Mission 20 End of Mission
Marker (+2 CAP) Track Marker lands on Shuffle 2 random Track Marker lands on
this space, execute the Command Order Cards this space, execute the All: Score Victory
AI closest to a Soviet Control Marker current Order Card as if removed, due to killed current Order Card as if Hexes
4Move towards it is a Command Order AI, back into the Order it is a Command Order
Card. Card Deck. Card.
Commanders: 2 Initiative: Germans on Round 1. CAPs per Round: German 9 CAPs Soviet 9 CAPs
Cards: 6KXIÀHDOODFWLRQDQGERQXVFDUGVXQGHU(DFKFRPPDQGHUUHFHLYHVFDUGVLQURXQGDQGFDUGHDFKURXQGWKHUHDIWHU
Map Setup: 0DSVDQG3ODFH6RYLHW&RQWURO0DUNHUVRQKH[HV'(%DQG&Units Setup: 6RYLHWVVHWXS¿UVW.
-2 11 2 10 3 12 4 10 3 13 4 12 3 11 3 10 -2 11 4 12 4 13 4 12
-1 0 11 5 5 13 0 5 13 0 9 12 5 7 16 4 8 15 0 5 12 6 7 13 -2 0 11 6 8 14 6 8 14 6 8 15
[7UXFN [3D. [ [/0* [3]W [3],,I [5LÀH [$7* [7UXFN [%$ [7E [%7
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3 Pz III E Orders: Send fast moving light tanks into the
49 1 3 Pz IV E 53 1 5HLQIRUFHPHQWV(QWHU5RXQG Orders: Hold the hill hexes
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3 13 5 14 Your platoon must take the hill hexes 4-B12 5 T-34a 48 1 5 T-34b 52 1 Destroy as many German tanks
5 7 15 3 8 16 DQG& ZLWKWKH7ÀDQNDWWDFNDV
[3],,,H [3],9H Special rules: The German PzIVe tanks may 5 15 5 15 possible and attempt to drive the
./ -. ¿UHVPRNH 7 8 19 8 9 19 Germans back north.
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Victory Points: Victory Points:
93 - Immediately score each Soviet unit eliminated. 93 - Immediately score each German unit eliminated.
93 - For each hex 3-D14 & 3-E11 controlled at the end of each round. 93 - For each hex 3-D14 & 3-E11 controlled at the end of each round.
93)RUHDFKKH[% &FRQWUROOHGDWWKHHQGRIURXQG 93)RUHDFKKH[% &FRQWUROOHGDWWKHHQGRIURXQG
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4
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14
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8
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5
4
5
6
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8
53
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14
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8
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Control
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8
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Control 93
4VP
7
Entry
8
Player Command: German AI: Soviet
Player Command: German Round 1 Mission Track
Initiative: German German CAP Alloca- 1 Start Mission 2 When the Mission 3 Sniper 4
tion per Round: 9 Beginning Victory Track Marker lands on As AI Action: Roll 1D6. Draw AI Order Card.
Points: 1 Soviet Action Cards: All Action this space, execute the The Player loses the Place a RE counter on
and Bonus cards under 30. The German current Order Card as if rolled number of CAPs. the hex specified on the
it is a Command Order CAP losses are for cur- card, on maps 3 or 4,
receives 2 cards in Round 1 and 1 card closest to a Unit’s flank.
Card. rent Round only.
each Round thereafter. Order Cards: 1-43
2 Soviet BT-7 set up hidden - place them 5 6 CAP Surplus 7 Seek Cover 8
in Rumored Enemy draw cup, with 2 No While the Mission As AI Action: Draw AI Order Card.
Enemy counters. All: Score Victory Marker is on this space, Lowest DV AI closest Place a RE counter on
Hexes 3-D14, 3-E11 the AI adds +1 to all of to a Unit the hex specified on the
its die rolls. 4Place a Hasty De- card, on maps 3 or 4,
Counteractions fense Marker on AI closest to a Unit’s flank.
AI closest to a Unit that is flanking
4Fire (+2 CAP) 9 Reinforcements 10 Autorally 11 When the Mission 12
As AI Action: Track Marker lands on Draw AI Order Card.
T-34s enter. Hit AI closest to a Unit this space, execute the
If any T-34 is in the Draw Cup: All: Score Victory
Place a RE counter on
Draw an AI from the Draw Cup 4Autorally current Order Card as if the hex specified on the
Hexes 3-D14, 3-E11, If no AI can Autorally, it is a Command Order card, on maps 3 or 4,
4Move onto the hex 4-G01 and then clos- 4-B12, 4-C05 closest to a Unit’s flank.
execute the Order Card. Card.
est to a Mission Objective or Unit
13 14 BF Confusion 15 When the Mission 16
AI Mission Objectives As AI Action: Track Marker lands on Draw AI Order Card.
German Control Marker All: Score Victory Fresh Unit closest to a this space, execute the Place a RE counter on
Hexes 3-D14, 3-E11 Mission Objective current Order Card as if the hex specified on the
4Mark as spent it is a Command Order card, on maps 3 or 4,
Mission Orders If not, exec. Order Card. Card. closest to a Unit’s flank.
Highest FP AI closest to a Soviet Control
Marker 17 18 Command Exp 19 When the Mission 20 End of Mission
4Fire at the Unit closest to the Control Shuffle 2 random Track Marker lands on
Marker (+2 CAP) Command Order Cards this space, execute the All: Score Victory
All: Score Victory
removed, due to killed current Order Card as if Hexes 3-D14, 3-E11,
Hexes 3-D14, 3-E11
AI, back into the Order it is a Command Order 4-B12, 4-C05
AI closest to a German Control Marker
Card Deck. Card.
4Move towards
)LUH¿JKW2YHUYLHZThrough the suburbs of Berlin, Soviet tanks and hordes of infantry are steadily advancing towards its downtown sector,
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meets real resistance. Fanatic soldiers of the French Waffen SS Division “Charlemagne” are barring the way. These experienced combat soldiers
prefer death in combat to a life in a French prison. They make the Russians pay dearly in blood for every advance of an inch. Surprisingly, the
French SS soldiers receive reinforcements in the form of two tanks formerly unknown to the Soviet - hulking monsters that can shred Soviet
attacks within seconds. These tanks are the ‘Maus’ and the ‘Panther F’, experimental German tanks issuing from the secret “Kummersdorf”
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attacks being repulsed by the Wunderwaffen, General Chuikov, the hero of Stalingrad and Zhukov’s champion in Berlin, decides to send in his
own big guns. The super heavy “Joseph Stalin 3” tanks, beasts deserving of a chance to spearhead an attack on the German monster tanks.
Using the JS-3 heavy tanks, the local Soviet commander should hopefully be able to break through the line of the French SS combat veterans to
blast open the proverbial gate to Hitler’s last retreat…
Historical Notes:
The Panzerkampfwagen VIII “Maus” (“Mouse”) was a super heavy tank developed by Ferdinand Porsche around 1943-1944. It turned out to
be a purely utopist project, sheer megalomania fueled by Hitler’s delight in overblown projects. Weighing 190 tons and armed with a 12.8cm gun,
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sparse to allow for a project such as the Maus. Only the prototype was built to completion and the Germans were to have destroyed it as the Red
Army was about to conquer Kummersdorf, where the Maus was designed.
Some sources, however, claim that the Maus was actually used to fend off the Red Army, being destroyed without having much of an impact
on the battle. All remaining manufactured parts for Maus production were reused in the defense of Berlin 1945. In fact, some gun turrets were
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of static artillery rather than as a tank. Oddly enough, German engineers designed a tank even heavier than the Maus - detailed plans were
¿QLVKHGIRUWKHµ/DQGNUHX]HU35DWWH¶WKHµ/DQG&UXLVHU35DW¶DWDQNZHLJKLQJWRQVDQGFDUU\LQJDVPDLQDUPDPHQWDJXQ
turret designed for a battleship. This monstrosity, however, was too much even by Hitler’s standard. Although it would have been ready for
construction, the Ratte never made it past the blueprints stages.
The Panther F was designed as an upgrade to the Panzer V ‘Panther’ tank. It was to be equipped with a much leaner turret and with range-
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post-war tanks developed by Soviet and Allied companies.
The IS-3, “Ioseph-Stalin-3”, was the only one of all these giants to actually make it into serial production, beginning in May 1945. However, the
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predate the production of the IS-3 by a few months to allow it to brave its maiden voyage in the streets of Berlin.
The stats for all of the tanks in this game are based on actual blueprint and prototype data.
Waffen SS Division ‘Charlemagne’. After the German army realized that the war would drag on for quite a while, the Waffen-SS started to
recruit heavily from friendly local populace, forming entire divisions composed of foreign soldiers. These included French, Danish, Russians,
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,QGLDQVYROXQWHHUHGWR¿JKWXQGHUWKHVZDVWLND1RWDOORIWKHPZHUHPXFKRIDKHOSWKRXJKWKH%RVQLDN'LYLVLRQZDVEHWWHUNQRZQIRU
brutal atrocities than for battle prowess while the Indian Legion, stationed in France, was more prone to fall victim to the pleasantries of French
culture than the attacks of French partisans. In a strange twist of history, the last defenders of Hitler’s Reichskanzlei were actually French
Waffen SS soldiers of the SS Division “Charlemagne”. Much to the surprise of war correspondents, the soldiers of Charlemagne proved to be
combat hardened fanatics that would not willingly give up an inch of ground. The French held off the Soviets with a death defying determination,
impressing even their opponents. The last soldiers to receive the Iron Cross were soldiers of Charlemagne, although only a handful of members
saw the end of the war. Some, and many other German SS soldiers, would again bear arms together a few years later in Vietnam, this time
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7KLV¿UH¿JKWUHTXLUHVFRPSRQHQWVIURP$ZDNHQLQJWKH%HDUQG(G:UHFNVDQG'HVWUXFWLRQ([SDQVLRQ6KHHWDQG0RQVWHU7DQN([SDQVLRQ6KHHW
6 20 5 17 6 10 7 21 5 17 5 17 3 11
17 25 25 13 22 22 12 19 12 13 12 24 11 10 20 11 10 19 0 5 12
1x Maus 1x Panther F 1x Flak 18 1x JS-3 2x T34/85 1x KV-85 [5LÀHV
Place hidden
(OHPHQWVRIWKHUG:DIIHQ66*UHQDGLHU'LY³&KDUOHPDJQH´ 5RXQG6RYLHW,Q¿OWUDWLRQ)RUFH
6HWXS5RXQG3ODFHLQDQ\7HUUDLQWKDWJLYHVD'0%RQXV (QWHUIURPWKHHDVWHUQRUZHVWHUQHGJH
2 Units may be set up hidden. Hasty Defense may be placed with RI0DSFKRRVHRQHHGJH
any unit. Place Roadblock anywhere on Map 5.
5 T-5
Pantera
M11
1 3 60*5LÀHV 13 1
2 Pioneers 16 1 3 5LÀHµ 01
1 2 LMG34 09 1 2 HMG34 19
2
5 16 4 11
2 11 4 10 5 10 13 12 21 0 3 12
4 12
3 12 0 5 12 0 9 12 1 12 12
3
1x 4x SMG-
2x Pioneers [5LÀHV 3x LMG 1x HMG Pantera 5LÀHV
5 Panzer M14 1 3 8cm Mortar 23
3 Hasty +
Orders: :HDUHVRFORVH%HWZHHQXVDQGWKHLQQHUPRVWKHDUWRI
Schreck
(4) Defense
-1 10 3 10
+1 WKH5HLFKDUHRQO\DIHZÀLPV\)UHQFKPHQDQGWKHVHPRQVWHUV
11 2 13 2 3-16 13 +1 15 WKH1D]LVKDYHWKRXJKWXSLQWKHLUVHFUHWODEV1HYHUPLQG7KH\
1x Panzer- 1x 8cm 6x Hasty 1x Roadblock DUHQRWWKHRQO\RQHVDEOHWRUHO\RQKHDY\¿UHSRZHU&KXLNRY
schreck Mortar Defense has sent us some JS-3 to tackle these German abominations.
:HZLOOVODVKWKURXJKWKHLUGHIHQVHV1RERG\VWRSVWKHJORULRXV
Orders: )RUPDQ\\HDUVZHKDYHEHHQ¿JKWLQJIRUWKHJORU\RIWKH advance of the Red Army - no secret German tanks, no French
5HLFKQRZOHWXVPDNHRXU¿QDOVWDQGDQGGLHZLWKKRQRU0RVWRI 1D]LVQRERG\$VVRRQDVZHFRQWUROWKH*|ULQJVWUDVVHZHFDQ
us will never see another sun rise - let us ensure that the Soviet sun VHQGRXUIRUFHVDJDLQVWWKH)XHKUHUKLPVHOIRQZDUGIRU6WDOLQ
rises to face myriads of Soviet graves. Through the kindness of the
Fuehrer, we have received two secret weapons. With their help, we
will bury the Bolsheviks in the ruins of our beloved capital. Victory Points:
2VP - Immediately score each German unit, except the Maus,
Victory Points: eliminated.
1VP - Immediately score each Soviet unit eliminated. 7VP - Immediately score for destroying the Maus-Prototype.
2VP - Immediately score for destroying the JS-3. 1VP - At the end of each round for controlling Hex C10.
1VP - Per control marker at the end of each round. 2VP - At the end of each round for controlling Hex J10.
Special Rules
Panzerfaust: *HUPDQSLRQHHUDQGULÀHXQLWVKDYHDFFHVVWR3DQ]HUIDXVWVOLNHD:HDSRQFDUGDQGFDQ¿UHWKHPDVDQDFWLRQIRU$3V$SSO\
WKHIROORZLQJ)LUHSRZHUBlue 10 / Red -1 FP5DQJH6KRUWUDQJHDQG&&PRGL¿HUVDSSO\,IWKHXQPRGL¿HGDWWDFNGUHVXOWLVOHVVWKDQ
the supply of Panzerfausts is exhausted and can no longer be used by the Germans. The Panzerfaust (“Tank Fist”) was one of the most effective designs
of the Reich: Simple, very cheap to produce and easy to use, it proved to be probably the most famous anti-tank weapon of World War 2 and was the basis for
FRXQWOHVVRWKHUDQWLWDQNV\VWHPV'XULQJWKHGHIHQVHRIWKH5HLFKDQGHVSHFLDOO\LQWKHQDUURZVWUHHWVRIWKH*HUPDQFLWLHVWKH3DQ]HUIDXVWZDVWKH¿UVWDQG
only line of defense against the Soviet tanks.
Ammunition shortages: The German player cannot modify any attack die roll with CAPs.
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counter, which still counts as an instant kill. Just like regular SS, the French Waffen-SS-soldiers of Charlemagne insisted that “their Honor was Loyalty”.
Soviet forces highly respected and feared the SS and Waffen-SS as enemies, and the soldiers of Charlemagne lived up to this respect. During the defense of
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and history proves them right: The few of them captured alive and handed to the French authorities were abused in prison and then executed without trial.
Red Flood: Destroyed Soviet T34-85 and KV-85 tanks may attempt to re-enter the game during the round after they are destroyed. At the
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allows a tank to be removed from the CAP track to re-enter the battle as a reinforcement that can enter from the northern edge on round 2 or,
from round 3 on, either the eastern, northern or western edge of the map. A 2D6 result of 6 or less results in a tank being permanently out of the
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a Soviet unit, including re-constituted tanks. The Red Army stormed Berlin with exceeding numerical superiority, outnumbering the city’s defenders by far.
Tanks especially were churned out by Soviet factories in numbers large enough to deprive German commanders of any respite.
2 *|ULQJVWUDVVH - 'HVLJQHGE\1LFN%XFKPDQQ&RS\ULJKW$FDGHP\*DPHVZZZ$FDGHP\*DPHVFRP
6RYLHW5HLQIRUFHPHQWV(QWHU5RXQG
+2
1
+2
+1
15
+2 +2 +2
+2 +2 +2
+1
15
+2
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+2
+2 +2
+2 +2
+2
16
+
Control Control
Göringstrasse
15
+2
+2
+2 16
+2
+2
16 +2
+2 +1
16 15
+2
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+1
15
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*|ULQJVWUDVVH - 'HVLJQHGE\1LFN%XFKPDQQ&RS\ULJKW$FDGHP\*DPHVZZZ$FDGHP\*DPHVFRP 3
Player Command: Soviet AI: German
Player Command: Soviet Round 1 Initia- Mission Track
tive: Soviet Soviet CAP Allocation per 1 Start Mission 2 3 Sniper 4 Draw AI Order Card.
Round: 10 Beginning Victory Points: As AI Action: Roll 1D6. Place a RE counter on
1 German Action Cards: All Action and The Player loses the the hex specified on the
Bonus cards under 40. The Soviet receives rolled number of CAPs. card. Place “No Enemy”
CAP losses are for cur- Counter into RE draw
2 cards in Round 1 and 2 cards each Round
rent Round only. cup.
thereafter. Order Cards: 1-43 Adjusting
Difficulty: For an easier Mission, the Ger- 5 6 CAP Surplus 7 Draw AI Order Card. 8 Seek Cover
man AI can’t use CAP modifications. While the Mission Place a RE counter on As AI Action:
Flak 18 + 2 German Units may be set up Score Victory Hexes Marker is on this space, the hex specified on the Lowest DV AI closest
hidden - place them in Rumored Enemy C10, J10. the AI adds +1 to all of card. Place “No Enemy” to a Unit
draw cup. its die rolls. Counter into RE draw 4Place a Hasty De-
cup. fense Marker on AI
Commanders: 2 Initiative: Germans on Round 1. CAP Allocation per Round: German 5 CAPs Soviet 6 CAPs
Cards: 6KXIÀHDOODFWLRQDQGERQXVFDUGVWKURXJK(DFKFRPPDQGHUUHFHLYHVFDUGVLQURXQGDQGFDUGHDFKURXQGWKHUHDIWHU
Veterans Cards: Soviets receive the Hidden Actions card.
Map Setup: Maps 1 and 2. Place Soviet control marker on hex +
German Forces: 1st Plt, 501st Heavy Tank Battalion Soviet Forces: 3rd Plt, 6th Guard Tank Corps
Setup: The Germans enter along southern map edge. Setup: Two T-34/85’s may be placed anywhere north of map 1, row G,
hidden. The remaining units are placed anywhere north of row D, map 2.
3 Königs
Tiger
M02 1 3 Tiger Ie #1
1 3 Pz IVh #1
1
5 T-34 85 M01 1 5 T-34c #1
1 5 SU-122 #1
1
6 20 6 19 5 15
15 21 23 12 18 21 11 14 18 5 17 5 16 6 15
11 10 20 9 10 19 9 11 18
1x King Tiger 1x Tiger 2x PzIVh
2x T-34/85* 4x T-34c 1x Su-122
Orders: Your platoon must take the village of Oldegow. Orders: Ambush the Germans and prevent them from taking
Victory Points: Oldegow
1VP - Immediately score each Soviet unit eliminated. Victory Points:
1VP&RQWURO+H[+DWWKHHQGRIHDFKURXQG 1VP - Immediately score each Pz IVh eliminated.
2VP - Immediately score each Tiger eliminated.
3VP - Immediately score each King Tiger eliminated.
Terrain note: Due to the sandy terrain, vehicle track bonuses are
downgraded by one level (i.e., a T-34 maneuvers like it has one, not 1VP&RQWURO+H[+HQGRIURXQGV
two track bonuses). Roads are ignored except through woods. *Soviet T-34/85’s can use the hidden actions card once per tank
N
Remaining Soviet vehicles north of Row D
Hidden T-34/85’s north of row H
German Entry
Control 1VP
1VP
Oldegow
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Player Command: German AI: Soviet
Player Command: German Round 1 Ini- Mission Track
tiative: German German CAP Allocation 1 Start Mission 2 3 Sniper 4 Draw AI Order Card.
per Round: 5 Beginning Victory Points: As AI Action: Roll 1D6. Place a RE counter on
1 Soviet Action Cards: All Action and Bo- The Player loses the the hex specified on the
nus cards through 30. The German receives rolled number of CAPs. card, on Map 1. Place
CAP losses are for cur- “No Enemy” Counter
2 cards in Round 1 and 1 card each Round
rent Round only. into RE draw cup.
thereafter. Order Cards: 3-43
2 Soviet T-34/85’s may be set up hidden 5 6 CAP Surplus 7 Draw AI Order Card. 8 Seek Cover
- place them in Rumored Enemy draw cup. While the Mission Place a RE counter on As AI Action:
German: Score Vic- Marker is on this space, the hex specified on the Lowest DV AI closest
Counteractions tory Hex 2-H08 the AI adds +1 to all of card, on Map 1. Place to a Unit
its die rolls. “No Enemy” Counter 4Place a Hasty De-
Highest FP AI closest to the King Tiger
into RE draw cup. fense Marker on AI
4Fire (+2 CAP)
9 10 Autorally 11 Draw AI Order Card. 12
Highest FP AI closest to the Tiger As AI Action: Place a RE counter on
4Fire (+2 CAP) German: Score Vic- Hit AI closest to a Unit the hex specified on the
tory Hex 2-H08 4Autorally card, on Map 1. Place
If no AI can Autorally, “No Enemy” Counter
AI Mission Objectives execute the Order Card. into RE draw cup.
German Control Marker
13 14 BF Confusion 15 Draw AI Order Card. 16
As AI Action: Place a RE counter on
All: Score Victory Hex Fresh Unit closest to a the hex specified on the
Mission Orders 2-H08 Mission Objective card, on Map 1. Place
Highest FP AI closest to a Soviet Control 4Mark as spent “No Enemy” Counter
Marker If not, exec. Order Card. into RE draw cup.
4Fire at the Unit closest to the Control
17 18 Command Exp 19 Draw AI Order Card. 20 End of Mission
Marker (+2 CAP)
Shuffle 2 random Place a RE counter on
All: Score Victory Hex Command Order Cards the hex specified on the All: Score Victory Hex
AI closest to a German Control Marker removed, due to killed card, on Map 1. Place
2-H08 2-H08
4Move towards AI, back into the Order “No Enemy” Counter
Card Deck. into RE draw cup.
Commanders: 2 Initiative: Soviets on Round 1. CAP Allocation per Round: German 8 CAPs Soviet 6 CAPs
Cards: 6KXIÀHDOODFWLRQDQGERQXVFDUGVWKURXJK(DFKFRPPDQGHUUHFHLYHVFDUGVLQURXQGDQGFDUGHDFKURXQGWKHUHDIWHU
Veteran Card: The Soviets can use the Overrun card once.
Map Setup: Maps 2 and 8. Place German control marker on hex 2-G08.
German Forces: 92nd Mot. Infantry, 2nd Pz Rgt Soviet Forces: 158th Hvy Tank Bde and 131st 5LÀH'LY
Setup: Place units anywhere on map 2. PaK guns must start in a Setup: T-70’s start on map 8 east of row I. Remaining units arrive
gun pit. RQWXUQDQ\ZKHUHDORQJWKHHDVWHGJHRIPDS60*5LÀHVPD\
3 5,0 PaK38 30 4 3 PaK40
5 3 5LÀHµ 01
1 2 LMG34 09 1 3 8cm Mortar 23
3 2 HMG34 20
2 HQWHUULGLQJWDQNV5LÀHµHQWHURQIRRW
(4)
4 5LÀHµ 01 1 3 60*5LÀHV 13 1 5 KV-1S M04 1 5 T-34b 52 1 5 T-70 #1
1
3 10 3 10 2 11 4 10 3 10 5 10
8 10 13 11 15 13 0 5 12 0 9 12 2 3-16 13 1 12 12
3 11 4 11 5 17 5 15 3 13
2x PaK 38 1x PaK40 2x Inf 41 2x LMG 1x 8cm 1x HMG 0 5 12 0 3 12 9 10 19 8 9 19 6 6 18
(Front DV is
a red 13. )
Mortar [5LÀH 4x SMG 3x KV-1S 1x T-34B 2x T-70
+ 5LÀHV
+0 +2 Orders: Take the State Farm by storm and defeat the German
+2 15 16 armored reserves.
3x Gunpits +2 is black 4x Wire 4x Trenches Victory Points:
for guns/vehicles this FF 1VP - Immediately score each German unit eliminated.
3 PzIIIL #1
1 3 Pz IVf2
1 Reinforcements:(QWHUWXUQDW$ 5VP - For hex 2-G08 controlled at the end of round 5.
4 14 5 14
Orders: Hold the State Farm and counter at-
9 10 17 11 11 17
tack to destroy the Soviet armor. Counter note: If you don’t have three KV-1S
2x PzIIIL 1x PzIVF2 counters, use regular KV-1 tanks but play with
Victory Points: the values of the KV-1S. Round 1
1VP - Immediately score each Soviet unit eliminated. Initiative: Soviet
1VP - For hex 2-G08 controlled at the end of each round. Score: German
N
Round 2
Score: German
X Oktybra
Round 3
1VP
T-70 set up east of Row I
Control
Score: German
5VP Reinforcements:
German
Panzer
Entry
Round 4
Score: German
Round 5
Score: German,
Soviets
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Player Command: Soviet AI: German
Player Command: Soviet Round 1 Initia- Mission Track
tive: Soviet Soviet CAP Allocation per 1 Start Mission 2 3 Sniper 4 When the Mission
Round: 6 Beginning Victory Points: 1 As AI Action: Roll 1D6. Track Marker lands on
German Action Cards: All Action and Bo- The Player loses the this space, execute the
nus cards through 20. The Soviet receives rolled number of CAPs. current Order Card as if
CAP losses are for cur- it is a Command Order
2 cards in Round 1 and 1 card each Round
rent Round only. Card.
thereafter. Order Cards: 1-43
5 6 CAP Surplus 7 When the Mission 8 Seek Cover
While the Mission Track Marker lands on As AI Action:
German: Score Vic- Marker is on this space, this space, execute the Lowest DV AI closest
Counteractions tory Hex 2-G08 the AI adds +1 to all of current Order Card as if to a Unit
its die rolls. it is a Command Order 4Place a Hasty De-
Highest FP AI closest to a Unit
Card. fense Marker on AI
4Fire (+2 CAP)
9 Reinforcements 10 Autorally 11 When the Mission 12
If an AI is in the Draw Cup: As AI Action: Track Marker lands on
Draw an AI from the Draw Cup German reinforce- Hit AI closest to a Unit this space, execute the
4Move onto the map hex closest to a Mis- ments enter at 2-A10. 4Autorally current Order Card as if
German: Score Vic- If no AI can Autorally, it is a Command Order
sion Objective or Unit
tory Hex 2-G08 execute the Order Card. Card.