TAHGC 19 "A Winter Melee"
Updated 051208; rev 0
OKOROVOVO, February 17, 1942:
Following the Russian winter counteroffensive, the Germans were forced to fall
back to isolated pockets in an attempt to survive both the Russians and the weather.
In the resulting gaps, the Russians found useful employment for their cavalry
in re supplying partisans. Occasionally, however, the Germans would sortie out
from their pockets in an attempt to disrupt these Russian operations. On one such
occasion, a recon element of the First Panzer Regiment broke up a planned partisan-cavalry
operation, and frustrated their attempts to re-establish themselves in the town.
The Russians reacted strongly and threw in the only available reserve, an airborne
drop by a battalion of the 204th Parachute Brigade. Soon the Germans found themselves
in a wild melee with partisans, cavalry, and paratroopers.
RULE LIMITATIONS: All rules through 95.
VICTORY CONDITIONS: The
Russians win by being the last side to have uncontested control of all five
stone buildings on board 3. The Germans are considered to have control of all
stone buildings at the beginning of the game. The Germans win by avoiding the
Russian victory conditions.
.
BOARD LAYOUT:
SCENARIO SEQUENCE:
Russian sets up first |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
END |
German moves first |
GERMAN FORCES:
- AT START: Elements of an
Ad Hoc Recon group of First Panzer Regiment set up on any whole hex of board
3
1x9-2; 1x9-1; 2x8-1; 10x467; 3xLMG; 2xMMG; 3xSpw251/1
RUSSIAN FORCES:
- AT START: Partisans set up first on any
whole hex of board 5. The snipers may set up anywhere as per Special Rule
19.4:
1x9-1; 1x8-0; 10x 336; 1x188(-4) sniper; 1x188 (-3) sniper; 2xLMG;
2xATR; 4xMC.
- PER SSR: Element of the 204th Parachute
Brigade in battalion strength, drop as per Special Rule 19.3
1x10-2; 1x9-1; 20x628, 3xLMG; 25xParachute
- TURN 1: Elements of the 11th Calvary Regiment
enter anywhere along the south edge of board 4.
1x9-1; 1x8-0; 12x 537; 12xHorse
SPECIAL SCENARIO RULES:
- 19.1: Snow rules are
NOT in effect.
- 19.2: If the partisans
lose five squads, they (including snipers) must retreat from any board 5 non-woods
hex they currently occupy and attempt to move into a woods hex on board 5.
The retreat must occur in whole or in part during the next friendly Movement
or Advance phase, and must continue by moving at least one hex toward board
5 in each Russian player turn which follows until completed. Following the
retreat, partisans may not re-enter board 3.
- 19.3 The turn of
entry of the Russian paratroops is determined randomly and is unknown to both
players. The russian player draws one of the
8 Fire Mission chits (45.2) provided in the Basic Game at the start of each
Russian player turn, and replaces it at the end of the turn. If he draws a
chit EQUAL to the turn number his paratroops MUST enter that turn. The paratroops
enter automatically on turn 5 if not already on board.
- 19.4: The Russian snipers may set up hidden
on any non-open ground hex (as per 96.2) of any board, after the German set-up,
so long as they are not on or adjacent to a German unit.
- 19.5: Neither side may use bore sighting.
- 19.6: The Russians may not form mixed fire
groups of partisans and parachutists and calvary unless a leader is present
in each firing hex.
AFTERMATH:
Not surprisingly, the Russians had an exceptionally
difficult time coordinating such vastly different troops and despite great gallantry
by all concerned, the Germans were able to exploit their central position in the
town and break up the isolated Russian attacks until an armored relief column
arrived. Disheartened, the regular army formations broke off the attack and headed
back for their own lines, while partisans simply faded back into the woods.