
click the map for an enlarged view
The Russian forces include 10-15 stands of riflemen, with no more than
one heavy MG. My stands usually have three to four men on them, 1:1 ratio.
One antitank gun with crew is also included, but may not be set up to
fire directly down the road. Also included are two Commisars, if possible
they should be on a separate stand of their own, I will explain why in
a moment. The Russians may be set up as you wish in the village, but only
one stand may be in firing range of the road at the opening of the game.
Others may move to cover that position, but it should be noted this is
the area with the least cover.
The Germans, as attackers, have a larger attacking force but more to deal
with. Round one opens with five stands of engineers on the main road.
On round three, 12-15 infantry stands with no more than three heavy MG's
will enter on the road, followed by four panzers of various marks. No
more than two may be 'heavy', such as PZ III and above. These tanks are
under orders to proceed straight into the village until they meet resistance,
and are unaware of the mines.
That's the basic idea. The particulars are what makes it fun. The German
infantry may move through the woods if so desired, but will recieve a minus
one penalty to defense when they leave it in firing range of an enemy unit.
The engineers must clear the road of the mines in four rounds or the tanks
will plow right through them. In this scenario, if all four German tanks
are lost they lose, period. If you use my individual mine system, you will
note that you do not have to remove every last mine, merely clear a path
through them. I allow my engineers to clear 1d6 mines in a round, or 1d4
if uder fire. They may not return fire while mine clearing. My tip is to
have two teams clear and two give cover fire, with the fifth in reserve.
I also use my engineers as bad-asses. They recieve a +2 bonus attack bonus
against any house if assaulting it. They can also capture the anti-tank
gun and use it. If the Engineers lose three stands they will immediately
retreat from the field.
The Russian troops recieve a +2 bonus to their defensive rolls if inside
a building. They also, because of the presence of Commisars, recieve a
wopping +/-3 to their morale(I say +/- because I know most systems make
lower rolls succeed, but mine go the other way. At your discretion). If
a unit actually fails a morale roll and attempts to retreat, it will be
fired on by the nearest two Russian units as a special action. Note that
if one Commisar is killed, morale rules return to normal, with the exception
that only the nearest unit will fire on a retreating one. If both Commisars
are killed, the entire Russian force will surrender at the next loss.
Also, if the Germans can manage to corner then in two or fewer buildings,
they lose all bonuses regardless of Commissars.
The Germans have the unenviable task of clearing out the entire village
if the Russians do not surrender. The tanks can give them the edge they
need. If firing into a house with its main gun, the Russian +2 defense bonus
does not apply. However, the Russians do get a plus one bonus if assaulting
a tank in the streets. Their antitank gun may be moved from its original
position, but it will require 'borrowing' an infantry unit to help move
it. If the German forces suffer more than 50% losses, or lose all their
tanks, they retreat from the field.
If you can think of any improvements let me know. Just writing this out
I've gotten a whole mess of new ideas, so there will definately be more
in the future. Go play it out, or just sit back and think it over for
a bit. It shouldn't take more than a few hours.
if you have any thoughts or suggestions about this scenario, please contact
Malcom Tabor.