(COI.COD) TS3 

"LAND LEVIATHANS"

Published in the GENERAL volume 19 number 5: Updated 070210

LIPKI, July 3, 1941: Under pressure for Stalin to hold Smolensk, Yeremenko was desperate to halt the German offensive.  On 1 July, he committed his sole armored reserve: the 1st Moscow Motorized Rifle Division under Major-General I. G. Kreyzer.  It was a crack unit, the pride of STAVKA. Equipped with the new T-34 and KVII tanks, the division moved off to meet and defeat the 18th Panzer Division, the spearhead of Guardians' 2nd Panzer Gruppe. On 3 July at Lipki, six miles east of Borisov, contact was made.

VICTORY CONDITIONS: The Russians player must exit four tanks (any type) with functioning main armament off any west road hex..  The German player wins by avoiding the Russian victory conditions.

BOARD Configuration:

     ?

 2
 3
 4

North

TURN RECORD CHART:

German sets up first
1
2
3
4
5
6
7
END
Russian moves first

GERMAN FORCES:

                1x10-2; 1x9-1; 6x468; 1xHMG; 2xATR; 4xPzKwIIID; 1x10-2 Armor Leader

                3 xPzKwIVF2; 1x9-2 Armor Leader

RUSSIAN FORCES:

                1x9-1AL; 1xKVIIA; 1xT34/76A; 1xBA32; 2xBT5; 5xT26S

SPECIAL SCENARIO RULES:

AFTERMATH: A number of light Russian AFVs, supported by a single KVII and a single T-34, advanced on the lead elements of the 21st Panzer Regiment. Stunned by the appearance fob the two armored monsters not encountered before on the Army Group Center from, the German panzerjaegers scattered. A handful of German tanks were all that stood in the path of the Soviet advance. The T26S and BT5 tanks were routed by the PzKwIII's. The German 37mm shells, however, were unable to affect the KVII or T-34. Tow panzers were quickly destroyed. At that count three PzKwIV's arrived to engage the KVII, while the remaining PzKwIII's concentrated on the T-34s vulnerable tracks. Soon both Russian heavy tanks were out of action, the KVII bogged down on soft ground and the T-34 with its treads shot away. Without the threat of the KVII or T-34, the panzerjaegers rallied and were able to hold their position. this incident reveals the cardinal sin of the Russian command: employment of their superior T-34 and KV types not in formation, but individually among light and medium tanks, or as support for the infantry. It was a mistake Soviet Russia was to pay dearly for.

CREDITS: Original design by Burt Baker, Development by Jon Mishcon & Joe Suchar. The TS scenarios were used in the Origins 1983 COI/COD tournament.

Applicable COD Rules specified in SSR.

105. PRE-1942 INFANTRY VS. AFVS
105.1 All infantry in scenarios taking place prior to 1942 and all Inexperienced Infantry, regardless of time frame, are subject to the following rules.
105.2 Any unbroken squad1crew not currently engaged in melee which starts its player turn adjacent to an enemy AFV not under the effects of a Stun, Shock (131) or Motion (135) counter and within the Covered Arc of that vehicle I s manned and functioning weapons must pass a normal MC during their Rally Phase to remain in their current hex during the following Movement Phase. Note that a CE AFV with an AA MG has a 3601 Covered Arc for purposes of this rule. Being adjacent to more than one AFV does not require additional MCs. Failure to pass this MC has no penalty other than forcing the unit to move at least one hex during the ensuing Movement Phase.
105.21 A squad/crew in the same hex (regardless of elevation level) with manned and functioning armor-piercing anti-tank weapons present target racing without: scoring a critical nit need not take this MC.
105.22 If the AFV is destroyed, stunned, or shocked during the Prep Fire Phase, adjacent infantry need not move away in the subsequent Movement Phase.
105.23 Hidden/concealed units and/or units in trenches/entrenchments may deduct ‘I’ from their MC dice roll (‘2’ for a concealed unit in a trench/entrenchment).
105.3 Failure to move results in an automatic ‘break’ of the unit at the end of the Movement Phase. The moving unit may still end up adjacent to enemy armor but may not end the turn adjacent to the AFV(s) which caused the MC. A squad/crew inside a bunker which is topped by wire would be unable to leave the hex in the next Movement Phase and thus would be broken. Broken units in bunkers (56.6) need not rout outside the bunker. This is the only case in which a unit which fails the 105.2 MC may fire in the Prep Fire Phase knowing that it will break at the end of the Movement Phase as a consequence.
105.4 Leaders, scouts, and snipers are exempt from the AFV presence MC, but leaders may use their leadership modifiers to aid squads/crews in the same hex.
105.5 Infantry must still pass the normal Pre AFV Attack MC in order to attack an AFV via the Defensive Fire (36.11) or Close Combat (36.21) methods.

129.4 ONE MAN TURRET-The one man turrets in French tanks caused serious problems with rate of fire, turret rotation, and general gunfire accuracy. To reflect these inadequacies all tanks with One Man Turrets are treated as SP Guns. Therefore, French tanks may not use Advancing Fire after moving to a new hex. These tanks may change their Turret Covered Arc in the same manner (64.121) as other tanks but must use Hit Determination DRM case D instead of B, and case E instead of A.
129.41 Any vehicle with one man turret restrictions cannot fire its turret main armament if it has already fired a coaxial MG at its normal strength. If the turret main armament is used in any fire phase, the coaxial MG factor is halved prior to the application of any other firepower modifiers. During an Overrun any turret mounted ordnance firepower is quartered rather than halved (72. 1) if a coaxial or AA MG is to be used.
129.42 Any vehicle with one-man turret restrictions cannot fire its turret armament while in CE status. Therefore French tanks always fire turret main armament with a +1To Hit DRM (64.47).
129.43 Any vehicle with one-man turret restrictions which attempts to repair (18.2) a malfunctioned weapon may not fire any turret or AA armament for the duration of that player turn regardless of the success or failure of the repair die roll, and may use no more than half of its normal MP allotment.
129.44 Any vehicle with one man turret restrictions which suffers a STUN result (64.44) may fire only bow mounted armament and must leave the playing area as if it suffered a KIA during its CE Morale Check. The AFV may still fire during its Defensive Fire Phase with the normal (64.44) penalties as it leaves the board.
129.45 The one man turret restrictions should also be applied to all other pertinent AFVs in the COIICOD game system. The C01 vehicles so affected would include: GERMAN: PzKw 1; RUSSIAN: T37A, T40, T40A, T60, T60A, T70, BA32, BA64. Tanks with one man turret restrictions are noted by the annotation ‘1MT’ on the wreck side of the counter.
129.5 LACK OF WIRELESS EQUIPMENT-This rule applies to AFVs of any nationality not equipped with radios. Supplemental rule G (pg. 58) should not be used in conjunction with this rule. Check the appropriate armor listings before the start of any scenario for specific AFV characteristics. AFVs without wireless equipment will be noted by the presence of a dot on the wreck side of the counter.
129.51 AFVs without radios do not have complete freedom of movement. The owning player must roll one die during his Rally Phase for every multiple of six (or fraction thereof) mobile, radioless AFVs he possesses. The resulting number is the number of his radioless AFVs which he may move that turn. AFVs already on the board are not prevented from firing, pivoting, or changing their turret covered arc within the hex they already occupy.
129.52 Radioless AFVs are exempt from this restriction only if they are unbuttoned (commander in CE position) and in the LOS of a designated command AFV (also unbuttoned) at the start of the Movement Phase. AFVs entering from offboard meet these requirements only if they enter unbuttoned and on the same hex using sequential movement. If the designated command AFV is eliminated or immobilized another AFV may be so designated at the start of the following Rally Phase.
129.53 Lack of wireless does not hinder unarmed vehicles in any manner.
129.6 French AFV inherent crews prior to 1941 have a good order morale level of 6 unless specifically designated as an Elite force in which case they have a normal morale level of 7. Once it leaves the AFV and takes the form of an actual crew counter it becomes a French 237 until such time as it once again mans an AFV and becomes an "inherent" crew. After 1940, all French AFV crews have a normal morale of 7. NOTE: unless otherwise specified Supplemental Rule B (pg. 58) is in effect for all nationalities.
129.7 French AFVs do not need crest counters (77.2) to fire from a crest hex to a lower elevation.