Author: Greg Gresik (05/10/2011)
Map IDs and Orientation: |
11; North is UP |
Turn length: |
5 Turns |
Sides: |
German (Player A), Russian |
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German forces may set up in D0, F0 or E1. The Germans may also set up in I1-I3, J0-J3 and anywhere east of row J. |
Russian: |
Group 1 starts in G2, Group 2 in H0, Group 3 in H1, Group 4 in H2, Group 5 in H3, Group 6 in F4, Gun in B4, T-34 in A4, Group 7 in C2, Group 8 in I4, Group 9 in D1, Group 10 in D3. Place Trenches in H0, H1 and H2, place Barbed Wire in J4, J5 and J6. |
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None. |
Russian: |
None. |
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The German Player must secure
the outskirts of the town by eliminating all Russian units by the end of Turn
5 AND have at least 2 full Squads (or their equivalent) left to hold the position. |
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The game length is 5 Turns. German player is Player A and starts the game. |
Special Scenario Rules: |
SETUP In Turn 1 (and Turn 1 only) the Russians cannot make Opportunity Fire.
This represents the fact that the Russians were caught off guard - while the
Germans may technically be in LOS, the Russian aren’t aware of them and
the German troops are sneaking and thus not visible. NIGHT ATTACK PENALTY All attacks that are not Close
Assaults are at a +1 die roll modifier per attack. CONTINUOUS TRENCH The Trenches in H0, H1 and H2 are a continuous trench system. As such the +2 Cover modifier only applies to units outside the Trench, but not to other units adjacent in the Trench (i.e. a unit in H0 or H2 would not have the +2 cover bonus, if being attacked by a unit in H1). |