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Thu Oct 22, 2009 10:40 am |
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Maps:
I apologize in advance for my lack of technical skills which is why I cannot at this point provide a picture of the battlefield, which would have been much handier. Nevertheless I've done my utmost to be as clear as possible in explaining where the overlay tiles go. Perhaps someone could post this for me once they've set up the scenario for themselves? I'd appreciate it very much! (map's been posted; just scroll down this thread!)
^ North
15 ==> # SE corner
3 ==> # SE corner
4 ==> # NW corner
(When looking at the maps from South to North; Road running S to N)
You need the following overlay tiles (I've used tiles from memoir ' 44. Tide of Iron will also do, but I don't think that game comes with enough woods tiles for this scenario. Of course another option is to print them out from the wizards website, but I prefer the memoir '44 tiles):
9x village/town
29x woods
2x stream
Overlay tiles:
Map 4:
1. Place a town tile on either side of the road, 4 FULL hexes in from the South and one more directly to the left and right of these. This way you end up with 4 town hexes in a straight horizontal line interrupted only by a "clear" road hex.
2. Place a town tile on the hill hex closest to the road and another one in the clear hex directly to its right.
3. Place two woods tiles over the remaining two hill hexes on map 4.
Map 3:
4. Place a town tile on the woods hex to the South-west of where the road runs through the forest.
5.Place a town tile directly to the South-East of the woods hex bordering the road to the right.
6. Place a stream tile on the hexside of the clear hex directly to the SW.
7. Place another stream tile on the hexside between the woods hex and the clear hex to the SW of the town tile mentioned under "4" above.
8. Place a woods tile on the hex joining maps 4 and 3 to the North of the (original) hill hexes. Place two more woods tiles directly to the NE and NW.
9. Place a woods tile over the hill hex in the NE of map 3.
10. Place a woods tile to the East of the Northernmost lake hex.
11. Place 4 more woods tiles directly bordering the road on the left hand side.
12. Place 3 more directly to the left of these; starting from the South.
13. Place one more to the NE of these (bordering the road, two hexes SE of the lake hex on map 15) thus joining maps 3 and 15.
Maps 3 and 15:
14. Place two more woods tiles in the hexes directly to the right of the road here and yet another one directly to the North of these thus linking up with the pre-printed woods on map 15 ( E48A, E55A and E56A)
Map 15:
15. Place a town hex directly to the SE of the lake hex (E31A).
16. Place woods hexes in the following hexes: E5A, E6A, E14A, E21A, E28 A, E29A,E43A, E44A, E50A, E52A, E69A and E77A.
Additional set-up notes:
Poles set up first. They may set up in any cover providing terrain between the two rivers. The Germans automatically win the initiative on Turn 1. Half hexes are in play for this scenario.
Victory conditions and Game length:
The scenario lasts for ten turns.
The Germans score 5 VPs for each vehicle and 2 VP for each soldier class unit exited off the Eastern map edge between the rivers. Exiting costs one movement point when adjacent to the Eastern map edge. These units cannot return to play once exited off-board.
The Poles score 3 VPs for each German vehicle and 1 VP for each soldier unit destroyed.
Degrees of victory/ defeat (point difference):
1-10 token victory/ defeat
10-20 minor victory/ defeat
21-30 major victory/ defeat
30+ crushing victory/ defeat
IT IS HIGHLY RECOMMENDED TO USE THE EXPANDED RULES WHEN PLAYING THIS SCENARIO. THE POLES CAN SCORE A LOT OF POINTS BY DESTROYING GERMAN VEHICLES. HAVING ANTI-TANK GUNS (and/or ANTI-TANK RIFLES/ MACHINE GUNS when using our houserules overwatch rules! ==> See the optional rules section) IN OVERWATCH GRANTS A LOT OF POSSIBLE EXTRA SHOTS AND CERTAINLY KEEPS THE GERMANS FROM TRYING TO RACE OFF BOARD JUST LIKE THAT WITH NOTHING IN THE WAY TO STOP THEM. THE SCENARIO'S VICTORY CONDITIONS ARE BASED ON USING THE EXPANDED RULES, MOST NOTABLY OVERWATCH!
Polish forces:
At set up:
4x M36 Bofors 37 mm AT gun (Use Hungarian 37 mm AT gun proxy + statcard) See special rules.
3x Karabin ppanc. 7,92 mm wz.35 (Use PTRD 41 proxy + statcard
3x CKM wz.30 MG team (Use Vickers proxy a statcard)
2x Mors " Walrus" SMG (Use Bar gunner proxy + statcard)
5x Polish Mauser
3x Determined infantrymen
1x Spotter ( Use British proxy) See special rules
1x Polish officer (Use Romanian vigilant Lieutenant proxy + statcard)
1x Headquarters
2x Armoured train ( Use Memoir '44 armoured train " tile" or a pawn or any other means to represent these). See special rules
Turn 5 Polish reinforcements: . These units enter on the Polish movement phase of turn 5 on the Eastern map edge between the two rivers. They may still move. However, the set up hex counts as one movement point spent!
6x Polish Cavalrymen
1x Polish cavalry officer (Use Cossack cavalrymen proxy + statcard) See special rules
4x TKS light tank (Use Italian L3/33 proxy + statcard)
1x Polish Renault R-35 (Use French proxy + statcard)
1x 7 TPdw (Polish tank set 2)
1x wz. 34 samochod pancerny (Use BA-10M Russian proxy + statcard, but reduce its AV attack to 5/4/3!)
German forces at set up:
These units set up on the Western map edge (Remember, half hexes are in play!) between the two rivers.
2x sdkfz 222
2x BMW
1x sdkfz 251
1x Schutzen infantry (Use panzergrenadier proxy + statcard). See special rules
German turn 2 reinforcements:
(All or part of them may be held back until turn 3, but they must enter in the movement phase of turn 3 at the latest)
The actual approach to the Polish defensive positions -through open terrain- from the West was actually much longer than shown on the maps.To depict this, these turn 2 reinforcements may not move on the first turn they enter play (neither during the movement nor assault phases). However, they may attack normally.[/i]
3x Panzer I (Use 38(t) proxy, but NOT its statcard!) See special rules
2x Panzer II C
3x sdkfz 251
3x Shutzen infantry
2x Ammo dump. See special rules
2x 7.5 cm Lel G18
1x 81 mm mortar
2x Disciplined spotter
1x Light mortar
3x Opel Blitz truck
German turn 4 reinforcements:
These units set up on the Southern edge of the board. [i](All or part of them may be held back until turn 7, but they must enter in the movement phase of turn 7 at the latest)
They may not move on the first turn they enter play (neither during the movement nor assault phases). However, they may attack normally.
2x Stuka JuB (Use JuG proxy) See special rules
5x Panzer II C
4x Panzer I
1x Kuebelwagen
1x Wehrmacht Oberleutnant
2x MG 34 (Use sandbagged MG team proxy, but NOT its statcard) See special rules
5x Schutzen infantry
1x Opel Blitz
3x Sdkfz 251
1x Flammenwerfer
1x Light mortar
Special rules:
* Half hexes are in play for this scenario
* M36 Bofors 37 mm AT gun: This unit gains the superior camouflage SA (This unit cannot be attacked at medium and long range when in cover) as well as " entrenched": Until this unit moves it's got +1/+1 defense.
* The Polish spotter (only!) gains the superior camouflage SA.
* Armoured train:
The armoured train is considered to be moving along tracks one hex directly off board off the Eastern map edge. It may be attacked normally. Obviously it's a vehicle unit. Units (including aircraft) may only attack it from on board.
Defense: 5/5
AI: 8/8/7
AV: 9/8/7
Relocate 5.
SA: Indirect fire
SA: Multiple guns: After this unit attacks in your assault phase it may make an additional attack. It may not attack the same target twice, use Defensive fire against soldier units nor be put on Overwatch.
Cavalry officer: In addition to the statcard of the Cossack cavalrymen, this units gains the SA:
Sudden strike: Friendly cavalry units that start their move adjacent to this unit may move at speed 2 after attacking in your assault phase.
Samochod pancerny: Remember to reduce its AV stats to: 5/4/3
Schutzen: In addition to the panzergrenadier's statcard it receives the SA:
Protect the panzers!:When this unit is in the same hex as a friendly vehicle, the defense of this vehicle is raised by 1/1 against attacks from units with the close assault ability.
Panzer I:
Speed 4
Defense 2/2
AI: 7/7/6
AV: 3/2/2
SA: Double shot. This unit may make two attacks in your assault phase.
Ammo dump: The ammo dumps may enter play loaded onto a truck. However, once off-loaded they may no longer move.
Stuka:
Speed: A
Defense: 4/4
AI: 7/5
AV: 2/2
SA: Slow
SA: bombs: This unit may make 3 bombing runs using the following stats for those attacks:
AI: 9/7
AV: 8/6
SA: Sirens: After attacking a target in your air attack phase, roll a die for each enemy unit adjacent to the target. On a roll of 5 or 6 place a face-up disrupted counter on this unit. If the enemy unit is in cover a 6 is needed.
MG 34:
Speed 1
Defense 4/4
AI: 9/8/6
AV: 3/2/2
SA: double shot
Optional rules:
* Allow the Poles to set up 4 units as " hidden" . Write down their locations on piece of paper and/or place a hit-counter under a tile if it's in such a hex. If this optional rule is used for one or more of the AT guns they lose their superior camouflage SA. A hidden unit becomes revealed under the following conditions:
* When it fires.
* When it moves outside of cover.
* When an enemy unit enters its hex.
* For simplicity's sake, ignore the bombing runs SA of the Stuka and give it a standard AV attack of 8/6. This rule can also be used to further balance the scenario in favour of the Germans.
* Add an off-board fuel dump to the German forces. This unit cannot be attacked but German vehicles benefit from it from the start of the game! (Remember, the BMW is NOT a vehcile, so it doesn't get the road bonus either!)
* Replace the 2 German ammo dumps that are part of the turn 2 reinforcements by an off-board one (see above). The Germans will benefit from it from the start of turn 2.
* Add an additional Bofors 37 mm AT gun to the Polish forces at set up. This optional rule is meant to further balance the scenario in favour of the Poles.
* When using the expanded rules, Any two units per side may be put on Overwatch at any given time either against vehicles or soldier units.(However, vehicles without the "Overlapping fire SA" still can't make DF/ Overwatch attacks against soldiers!)
* Rather than only being allowed to put units into overwatch in a straight line, draw an imaginary line between the unit in overwatch and the furthest hex that can be targeted in a certain direction (range and LOS). A moving unit is eligible to be fired upon if it enters a hex this imaginary line touches. (unless LOS is blocked by terrain). Indicate in which direction overwatch applies!)
These last two rules are rules that have become standard in our own games.
Enjoy!!!
Please let me know what you think of it!
Last edited by boersma8 on Tue Nov 03, 2009 7:16 am; edited 10 times in total |
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Thu Oct 22, 2009 10:49 am |
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 Hellcat Commander
 AHF Silver-Rated Trader
Posts: 1078

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OOHH!! I was looking at making this as a scenario for early war!! Especially since we got the Schleswig-Holstien in Flank Speed! I will put this on my play list...hopefully soon! _________________ Custom Painted Minis: http://riversidegaming.myfastforum.org/forum52.php
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Thu Oct 22, 2009 3:02 pm |
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Posts: 258

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This looks really good - my kind of scenario!
Did you playtest it yourself? If so, what was the result of the battle? _________________
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Thu Oct 22, 2009 3:36 pm |
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| Bean965 wrote: | This looks really good - my kind of scenario!
Did you playtest it yourself? If so, what was the result of the battle? |
We did play it once or twice, but we hadn't quite decided on the exact victory conditions then. In short, it needs some more playtesting, but I always like the input of the community. Dozens of people are sure to catch more possible glitches than two....
Hope you'll try it out!
I've made some small corrections, BTW and the optional rule regarding the Victory conditions has become the standard (otherwise those Polish horseys won't have much to do. Unlike popular opinion, they didn't actually charge panzers..... |
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Thu Oct 22, 2009 4:19 pm |
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| Snippersly wrote: | | OOHH!! I was looking at making this as a scenario for early war!! Especially since we got the Schleswig-Holstien in Flank Speed! I will put this on my play list...hopefully soon! |
The Schleswig Holstein DID NOT take part in this particular battle. Mokra is close to Czestochowa, Katowice (hundreds of kilometres inland). I sincerely doubt a battleship could have been spotted there.....
You're referring to the battle for Danzig (present day Gdansk in Poland) probably... |
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Thu Oct 22, 2009 4:22 pm |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1477

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Fri Oct 23, 2009 2:08 pm |
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| general Hoth wrote: | Looks good.
I like the armored train. |
The two armoured trains were more or less decisive in the actual battle. |
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Sat Oct 24, 2009 7:20 am |
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| Changed the victory conditions somewhat. Did some more playtesting and the scenario proved to be very hard on the Germans. They now get 5 points for each vehicle exited off the board and 2 for each soldier unit. |
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Sat Oct 24, 2009 7:23 am |
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Work in progress trying to put this stuff in a map.
I was quite puzzled by the setup but I think I get it now.
I made all the extra hexes stand out a bit in red. Should make setting up easier. Note that the extra streams on map 3 are not that red. But you should be able to pick them out.
Boersma8, could you check if this is what you thought of ?
Some of your directions were very hard to follow, especially on the exact locations of the streams and some of the forests on map 3. Also, the map coordinates of map 15 are very hard to read on the jpg maps. It didnt help very much. I hope I placed the woods right.
p.s. where do the Polish reinforcements deploy from ?
(edit : changed middle map (3) according to Boersma8's feedback) _________________ There are no desperate situations, there are only desperate people.
Heinz Guderian
Last edited by Angel of Death on Sun Oct 25, 2009 10:23 am; edited 1 time in total |
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Sat Oct 24, 2009 10:40 am |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1477

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Sat Oct 24, 2009 1:05 pm |
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Posts: 114

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Wow, AoD, just wow!. With your map, I can actually give this scenario a spin. _________________ Proud collector of "Battle Barbies" |
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Sat Oct 24, 2009 8:52 pm |
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Posts: 584

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Gladly done. I wanted to try this scenario myselves too  _________________ There are no desperate situations, there are only desperate people.
Heinz Guderian |
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Sat Oct 24, 2009 9:24 pm |
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| Angel of Death wrote: | Work in progress trying to put this stuff in a map.
I was quite puzzled by the setup but I think I get it now.
I made all the extra hexes stand out a bit in red. Should make setting up easier. Note that the extra streams on map 3 are not that red. But you should be able to pick them out.
Boersma8, could you check if this is what you thought of ?
Some of your directions were very hard to follow, especially on the exact locations of the streams and some of the forests on map 3. Also, the map coordinates of map 15 are very hard to read on the jpg maps. It didnt help very much. I hope I placed the woods right.
p.s. where do the Polish reinforcements deploy from ?
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Polish reinforcements set up on the Eastern map edge in their movement phase of turn 5. They may still move. The hex they set up in counts as 1 hex moved.
One of the village hexes is wrong ( I wrote you a PM in which I said the stream is wrong, it's actually the attached village). It should be one hex further North East bordering the woods hex. The rest is perfect! Thanks for this amazing job!I'm sure many more people will be tempted to give this one a go now!
PS: We did an additional playtest yesterday and made some changes accordingly. Now the Poles no longer score additional points for contesting any of the village hexes at the end of turn ten. We're also considering giving the Germans a(n) (off-board) fuel dump. Contrary to what many may think originally judging by the opposing forces, this scenario is actually extremely challenging for the Germans! (As it should be, as in reality they lost this battle!). However, of course we do want to give them at least a chance to win. Yesterday's score was 67 - 26 for the Poles, just to give you an idea. (76 if counting the village hexes as well). It does require a certain type of play on the part of the Poles. Divert from this and you might end up with a completely different result. If followed through however,we feel there's no way the Germans can win presently. We're going to give it another go next Saturday. |
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Sun Oct 25, 2009 8:24 am |
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Posts: 584

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Ok, map 3 is edited in my map post. Here's a link for if you want to see it on its own.
http://img.photobucket.com/albums...rrithansson/Map3SE2scenariov2.jpg
p.s. Boersma8, you can incorporate all the pics in your original post, so I can take them away in my post (and you can take them away from the quote you did of it). That would be less loading time for the thread. _________________ There are no desperate situations, there are only desperate people.
Heinz Guderian |
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Sun Oct 25, 2009 10:24 am |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
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Sun Oct 25, 2009 10:40 am |
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Sun Oct 25, 2009 3:37 pm |
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Great work!
I've given the panzer I a short range AV attack of 3 (so now it's 3/2/2).
The armoured train has a long range AV attack of 7 and not 8 as you've posted. Then again, if that's what you want its stats to be, that's fine with me, but it's intended to be 7.
Thanks again! This thread is starting to look more and more professional! |
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Mon Oct 26, 2009 7:59 am |
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Oh by the way, I've corrected the name of the SA of the Bofors 37 mm AT gun from "Dug-in" to "Entrenched". Nothing else changes, it's just that it might be confusing, because normally speaking the dug in SA means taht a unit cannot move. The 37 mm CAN move, it's just that it loses its +1/+1 defense then.
Hope this helps! |
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Mon Oct 26, 2009 11:27 am |
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| boersma8 wrote: | Oh by the way, I've corrected the name of the SA of the Bofors 37 mm AT gun from "Dug-in" to "Entrenched". Nothing else changes, it's just that it might be confusing, because normally speaking the dug in SA means taht a unit cannot move. The 37 mm CAN move, it's just that it loses its +1/+1 defense then.
Hope this helps! |
Well, I'm leaving the cards as they are. The dug in vs. Entrenched is not significant, since the wording of the SA explains it well. As for the train, I have a well inked sharpie that will take care of that editing. I'm not sure how important that distinction will be.
BTW, I created OB sheets that show all the cards, at about 1/2 size, for each reinforcement phase on a single sheet which I printed on photo paper. They look great and will be very handy when playing.
I made them in Word 2007 and would be happy to share, but I don't know how to post them. _________________ Proud collector of "Battle Barbies" |
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Tue Oct 27, 2009 2:22 am |
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