(Generic Information for Both Sides)
SCENARIO:
The game is inspired by the movie "The Beast" in which a group
of Afghan freedom fighters hunt a Soviet tank around the countryside.
Although set in modern day Afghanistan I feel that it provides a good
basis for a World War 1I game. The game pits German panzer hunter teams
against rampaging Soviet armor.
Victory points: one point each dead enemy, 5 points each dead officer, 2
points each dead noncom, 25 points each destroyed or captured equipment.
The first part of the game will be hidden movement. As forces are
spotted they remain visible unless cleared by the game master. All
forces must use a map to plot moves during game. Each side is
responsible for asking for spotting rolls.
The game is based on Buck Surdu's Beer and Pretzels Skirmish (BAPS)
rules. Almost all information for running the game is on a two-page
chart, which you will be provided. I will not explain all the rules
here. (Any rules set will work though.) Arguing with the Game Master is
a bad thing.
Beer and Pretzel Skirmish Rules (BAPS) stresses squad command and
control, requiring team work to achieve a designated objective. By
organizing and issuing specific orders to as many squad members as
possible, and combining your firepower, you increase your odds of
winning. Each leader has a limited ability to exercise influence or
"Command and Control" (C & C) of his troops. This power is based on
leadership points (which are assigned according to national doctrine and
morale status) and a per turn die roll.
You have a basic number of points based on the leader's rank a roll for
additional points. This will occur at the beginning of each turn. The
greater the number of leadership points means the more men you will be
able to control each turn.
Your base leadership point number is the highest valued figure in your
squad. Leadership points within the squad are not cumulative; i.e. you
cannot add the sergeant's points to the corporal's points and them add
in the die roll.
Each figure is armed with what the figure has on it. You may pick up
fallen weapons (trade figures) but you need an extra turn to use them.
Become familiar with the different types of order chips. Use one for
each man.
You have up to six, six-man squads. You may roll 1d6, per squad, for
special weapons, such as tank grenades. Morale value Crack. Leader
points are as follows: Captains 5, Lieutenants 4, Sergeants 3, Corporals
2, any Private 1. Leadership may automatically be passed down. You may
not have one man squads, or squads where everyone acts independently.
You have plenty of radios so you may coordinate your squads. Roll 1d4
for regular hand grenades on each figure. You must destroy the Soviet
armor and drive the Russians off the board.
WEAPONS: 1 HMG. One panzerfaust gunner per squad. Each gunner carries
two shots (see game notes at end of article). You may not hand out
panzerfausts unless original gunner is dead and unused panzerfausts are
picked up by another player (use reload order chit). Only designated
figures can use tank grenades and panzerfausts. Make your shots count.
RUSSIAN BRIEFING
RUSSIAN SQUADS: Up to six squads, plus special weapons and a T-34/76.
Morale value veteran. You must sweep the road of by-passed German units.
There may be only one squad or a whole company. Watch your back. Each
squad must plan its basic strategy before its first move. You must plot
your moves, on the maps, ahead at least two moves. Once contact is made
you can change your plan.
Squads that lose their leader are in extremely bad morale, they must go to the nearest road, and fall back after waiting one turn. "Officers" within 24 inches may detach, from their
squad, and rally leaderless squads but this renders their squads less effective till they reform. You still have to roll for leader points.
You have no radios, you may not talk with other squads after the game
starts unless your leader figures are within 8 inches of each other.
(Bad things happen when you break this rule.)
You have six man squads. Leader points are: Captains 4, Lieutenants 2.
Leadership may automatically be passed down. You may not have one man
squads, or squads where everyone acts independently. Leaderless troops
are useless unless control is taken by nearby (8 inches or less away)
officers. Leaderless troops may loiter uselessly until gathered up, or
wander off. The game master will advise you. They may not advance or
retreat toward squads more than 8 inches away. All Russians must come on
the board at the road beginning.
WEAPONS: One HMG and one AT Rifle. Two T-34/76s. Each squad has one LMG.
GAME MASTER NOTES
The game board was an 8 x 8 foot table heavily forested. The road was a
U shaped six-inch wide lane, which ran about 3/4 the length of the
table. Hills and tree stands were used to break up the line of sight to
prevent more than 24 inches.
I frequently cross-referenced the opposing side's maps to determine when
units should be coming into visibility of each other. They were
responsible for scouting so unless they stumbled on top of each other I
did not tell them they were coming close.
As the game developed the basic differences in each side's capabilities
became clearer. The Soviets squads rapidly deteriorated as they lost
leaders and they were unable to combine firepower effectively. Many
survivors staggered off the field without being rallied by soviet
officers.
The Soviet lack of radios also prevented them from coordinating their attack and so went in piecemeal. At one point the Germans combined in a woodlot at the table's center and combined
firepower. Two Soviet squads disappeared. The Soviets lost both tanks. One lost an engine and the other blew up. All before reaching the Pak 40 road block.
If I were to run this scenario again, the only thing I would change is
that each German squad only gets one panzerfaust. They are fairly hard
to hit with but when they do the results are usually catastrophic. With
fewer anti tank rockets the Germans would be forced to make more direct
tank assaults after clearing the infantry screen.
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© Copyright 1997 by HMGS South
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