TAHGC 20 "Breakout From Borisov"
Updated 051208; rev 0
BORISOV, FAR EAST OF THE BEREZINA RIVER, July 2, 1941:
After tenacious fighting, the 52nd Panzer Grenadier
Regiment drove the Russians from Borisov, and established a bridgehead across
the Berezina. The Russians, under direct order from General Yeremenko, where to
crush the bridgehead. The only available forces were an assortment of men and
equipment from the local Armored forces Training College. At approximately the
same time, the 18th Panzer Division was ordered to aggressively expand their bridgehead.
The attacking formations met head-on outside Borisov.
RULE INTRODUCED: Sections 100-103.
VICTORY CONDITIONS: The
winner is the side having control of the most game boards after ten turns. Control
is defined as having at least twice the opponent's number of unbroken squads
on a board at game end. A functioning AFV which has all of its guns in working
order and is not immobilized counts as two squads; otherwise it counts as one
squad. Occupation of half-hexes does not count for control of either board.
Russian moves first on a die roll of 1 or 2.
German moves first on a die roll of 3-6.
- AT START: Elements of the
52nd Panzer Grenadier Regiment enter board 1 anywhere along the west edge
18x467; 6x838; 3x247; 8-1 AL;8xLMG; 4xMMG; 2xHMG; 1xFT; 3xDC; 3xRadio; PzKwIVF1;
3xPzKwIIIe; 1xPzKw38(t); 1xSTGIIIb; 3xSpw251/1; 4xSdKfz7t; Spw251/10; 3xHeavy
Truck; Psw222; 2xSpw251/2; 2x28LL ATG; 1x50L ATG
- AT START: Armored Forces
Training College plus remnants of local units enter anywhere along east edge
36x 447; 6x628; 6x537; 6x436; 1xHMG; 2xMMG; 5xATR; 6xLMG; 2xBT5; 2xBT72; 2xT28b;
3xT26s; 1xKVI; 1xKVIIa; T34/76a; 6xHorse
SPECIAL SCENARIO RULES:
Due to the presence of the Training School, the
Russians had more than the usual number of cadre for 1941, and were abler to inflict
heavy losses on the Germans.The Panzer Grenadiers kept pushing forward despite
their losses, however, and with the timely arrival of some much needed air support,
succeeded in eliminating the Russian armor. The Germans were able to expand their
bridgehead, abut at a far heavier price than they had expected to pay.
- 20.1: All units of
the side moving first have only half of their normal movement factors available
during the first turn. The side moving second may use its regular movement
- 20.2: Germans have
four fire missions of 100mm off-board artillery available. Only one of the
German radios can be in use at any one point in time. Tanks may not spot for
- 20.3: Germans receive
random Stuka support.
- 20.4: Germans may
select any 10 leaders from the counter mix whose total leadership modifiers
do not exceed 11. The Russians may select up to 8 leaders whose total leadership
modifiers do not exceed 7. Neither side may select armor, SS or partisan leaders,
or leaders with a positive leadership modifier. Campaign Game (i.e., unnamed
leaders) leader counters may be selected.
- 20.5: The
Russian tanks, often without radio equipment and handicapped by the ill-conceived
an poorly planned attack, were totally confused throughout the battle. Therefore,
the Russian tanks are not given freedom of movement. The Russian player must
roll one die during his Rally Phase for every multiple of six (or fraction
thereof) mobile tanks he still possesses. The resulting number is the number
of his AFVs which he may move that turn. Tanks already on the board are not
prevented from firing or pivoting within that hex they already occupy by this
rule. The sole exception to this movement limitation is the T34/76A which
is considered the Russian command vehicle. It may move every turn without
counting as a moving tank.\
- 20.6: The missing
southwest map section is considered all swamp land. It does not block LOS,
but does prohibit movement. Hexes and half-hexes on boards 1 and 2 are not
affected by the presence of the swamp.