TAHGC 17 "Debacle at Korosten"
Updated 051206; rev 0
ALONG THE KIEV ROAD, August 30, 1941:
As the front spread with each German success, vast gaps were left
in the main line. These gaps proved to be perfect avenues of approach for the
far ranging Russian cavalry. Once such daring group, the 1st Regiment, 2nd Cavalry
Division, rode deep behind German lines to the map depot of the 6th Army, near
the town of Korosten. Waiting until twilight, they drew their sabers and came
sweeping across the steppes like the Cossacks of old.
RULE LIMITATIONS: All rules through 93.
VICTORY CONDITIONS: The Russians
win by eliminating any 11 German squads/crews which start the game on board
3, and exiting at least 5 mounted calvary units permanently off the south of
board 5. The Germans win by avoiding the Russian victory conditions.
BOARD LAYOUT:
SCENARIO SEQUENCE:
German sets up first |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
END |
Russian moves first |
GERMAN FORCES:
- TURN 1: German rear echelon units set up
first on any whole hex of board 3; crews must set up on following specified
hexes of board 3: R6, N2(upstairs), M2, V5, M7,
S3, O5, X3, P3, M4. Trucks must set up on R7 and K4. PSW231 must start in
3O2. Remaining squads set up anywhere on board 3, but not aboard a vehicle
or in a building already containing another squad or crew. Leaders may set
up anywhere on board 3 except in a vehicle:
1 x9-1; 1x8-1; 3x8-0; 1x7-0; 1x6+1;3x467; 10x247; 1xMMG; 3xLMG; 1xPsw231;
2xLight Truck; 2xKubelwagen
- TURN PER SSR 17.1: Relief column from the
16th Motorized Division enters per Special Rule 17.1 on hex 4Y10:
5x467; 9-2; 5xSpw251/1; 1xSpw251/10
RUSSIAN FORCES:
- AT START: Elements of the 1st Regiment,
2nd Calvary Division set up second on any whole hex of board 5 and out of
LOS of German units
1x9-2; 1x9-1; 1x8-1; 1x8-0; 18x 537; 3xLMG; 1xMMG; 18xHorse
SPECIAL SCENARIO RULES:
- 17.1: Commencing on turn 4, the German
player rolls two dice at the start of each German Rally Phase. A dice roll
of "4" or less on turn 4 allows the German to bring in his relief
column. On turn "5" a dice roll of "5" or less allows
him to bring in his relief column. On turn 5, a "6" or less is needed,
and so on. The scenario continues until one side or other accomplishes its
victory conditions.
- 17.2: The German armored car may not move
or fire until turn 2
- 17.3: Players should
keep a side record of units destroyed for the Battlefield Integrity rule.
Unit values for this scenario only are as follows:
GERMAN: crew 20, squad 25, 6+1 10, 7-0 20, 8-0 30, 8-1 50, 9-1 65, 9-2 80.
RUSSIAN: calvary 30, horses 5, 8-0 60, 8-1 80, 9-1 100, 9-2 120.
NOTE: These point values differ in some cases from those provided for designing
your own scenarios. As a bookkeeping aid, the following base unit point value
percentages have been calculated. Whenever a side suffers losses in excess
of the point values listed, possible morale changes could occur.
% losses |
Russians |
Germans before
relief |
German after
relief |
30 |
297 |
|
|
40 |
396 |
204 |
286 |
50 |
495 |
255 |
358 |
60 |
594 |
306 |
429 |
70 |
693 |
357 |
501 |
80 |
792 |
408 |
572 |
90 |
891 |
459 |
644 |
- 17.4: German squads and crews are not allowed
to leave the playing board except as prisoners. Prisoners count double for
victory conditions only if moved off board 5 to the south.
- 17.5: Neither side may use bore sighting.
AFTERMATH:
The German rear echelon troops were totally stunned,
and many were indeed dispatched by the sword. Desperate calls for help to the
nearby 16th Motorized Division succeeded in saving only a few dazed survivors,
all that remained of the map depot by the time help arrived.