by Boyd Schorzman
These rules extend scenario 7 or 8 to the end of January 1942. All normal rules for either scenario are in effect through the completion of turn 19 unless modified below. The scenario features the first appearance of three types of units that later gained greater prominence in the war: Soviet airborne, Soviet partisan forces and German "alert" units. First Game Turn: 14 (Continuation of either scenario 7 or 8) Last Game Turn: 19 Game Length: 10 (scenario 7 extension) or 19 (scenario 8) Map Area Used: All Dates Represented by Additional Game Turns: Turn Dates Represented
Soviet Information: Reinforcements: As per the master reinforcement schedule with the additions listed below. Normal variable reinforcements for all game turns. Turn Units Received
Supply Levels:
German Information: Reinforcements: As per the master reinforcement schedule with the additions listed below. Normal variable reinforcements for all game turns. Turn Units Received
Supply Levels:
Special Rules 1. Soviet Airborne Drop Groups. The player can place Soviet Airborne units arriving on game turn 16 per normal reinforcement rules or in any friendly supplied airbase. They are I RE units that can airdrop per the normal series rules. 2. German Alert Units. German Alert units arrive during the reinforcement placement segment of game turns 14,16 and 18. During the reinforcement placement segment of turns 14, 16 and 18, place one alert unit in the hex with each HQ that the German player has on the map. Treat Alert units as 1 RE independent units that draw and trace supply normally after placement. (optional) Reduce the defensive strength of German HQs by 1 on each turn that Alert units are detached. In other words, on turn 14 HQ strengths become "4", on turn 16 they become "Y', and on 18, HQ strengths become "2'. Placement of a step-loss marker under the HQs can serve as a memory-aid. This is optional because it was often forgotten in playtesting. 3. Soviet Partisans. Partisans have several special rules. a) Do not place Partisans on the map in the same manner as other pieces. Place them in move mode during the reinforcement segment after placing all other forces. Do not place Partisans adjacent to any German unit to include HQs, trucks, wagons, airbases (with or without aircraft), supply pieces, etc... b) Initially, place Partisans in any hex meeting the above restrictions and at least 10 hexes West of the nearest non-partisan, non-airborne Soviet unit. Do not place Partisans East of hex row 30.xx and only place them in woods, forest, or swamp hexes. c) Partisans never need supply. They are always in supply for all purposes. d) Remove Partisans from play after resolving any of the following: railroad destruction, dump capture, truck or wagon capture, or airbase capture. Partisan units must also be eliminated to satisfy any "Ao" or "Do" combat result from normal combat in which they participate. e) Partisans are 1 RE units for stacking purposes. f) Dump, truck, and wagon captures caused by partisan units do not result in the capture of any supplies, wagons or trucks. Roll normally on the applicable table, and destroy all affected points, none are captured. Remove the partisan unit from play after resolution. g) Handle Partisan capture of airbases entirely as if the airbase had received a "1" result on the GS &Barrage versus Facility Table including possible reduction of inactive air units via the appropriate table. You may not totally eliminate an airbase solely through a partisan capture. Remove the partisan unit from play after resolution. h) Partisans may not build hedgehogs. i) Immediately remove from play Partisan units to which a friendly HQ unit can trace supply during the supply usage segment. For each Partisan removed in such a manner, place a Pax piece on the turn record track one turn later and receive it as a normal reinforcement. The player does not need to expend supply; the partisan unit must merely be within the current throw range of any friendly HQ that can trace a line of hexes to the east map edge along roads or railroads in the same manner as GB Soviet special rule 3.7. 4. Weather. Continue to roll for weather normally using turn 13's column for turns 14-19. 5. Other Scenario Rules. Use original scenario rules (7 or 8 depending which is applicable) for rail conversion and the 4th Panzer Group departure. All GB special rules are in effect. Victory Conditions for Extended Games If playing scenario 8 (campaign), use existing victory
conditions.
German
Soviet
Notes 1. Reduction of Soviet supply points. By mid-January, priority for supplies had switched to the northern portions of the battles engulfing Army Group Center. Soviet resources were abundant by German standards but were not inexhaustible. 2. German Pax reinforcements. Several German infantry regiments (parts of at least two divisions) were received during this time. These reinforcements served as replacements and act as such here. 3. There were several Soviet airborne brigades used during these battles. There were no brigade sized drops: only reinforced battalions. 4. Alert units. By late December, Army Group Center was undergoing crises. Clerks, cooks, odd replacements, transportation personnel, engineers and other rear area types were organized into ad hor. units to defend key road junction, towns, airfields, etc. These units played an important role in preventing the collapse of Army Group Center. 5. Partisans. At this point in the war, most partisans were refugees from the encirclement battles that had occurred that fall. These units were loosely organized and had little staying power. Nevertheless, they had a significant impact on the German rear area. By January, Nazi troops desperately needed at the front were forced into escort and garrison duty. Although annoying, the partisan forces during this period were inconsistently armed and led. As a result, partisans often dispersed after even the smallest actions, never to be seen again. Back to Table of Contents -- Operations #12 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 1994 by The Gamers. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |