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: | ||||
? |
|
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North |
TURN RECORD CHART:
German
sets up first |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
END |
Russian
moves first |
1x10-2; 1x9-1; 6x468; 1xHMG; 2xATR; 4xPzKwIIID; 1x10-2 Armor Leader
3 xPzKwIVF2; 1x9-2 Armor Leader
1x9-1AL; 1xKVIIA; 1xT34/76A; 1xBA32; 2xBT5; 5xT26S
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.