Archive for Axis & Allies ForuMINI Specialised in the World War II Axis & Allies Miniatures and War At Sea Games
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boersma8
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New Stalingrad Red October scenarioRe: New Stalingrad Red October scenario
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For those of you who have little time: It should be possible to play this scenario in around an hour!
Map 11 ( the one from the Eastern front scenario guide with the large factory complex on it)
If you have them, place city ruins hexes ( from the Combat zone kits) in the following hexes:
A7A,A6A,A14A,A2A,A9A,A17A,A6X,A1X
If you don't have city ruins tiles, simply place a face-up destroyed markers in these hexes to remind you.
City ruins hexes have the following effects:
- Block LOS
- Double cost terrain for vehicles
- Provide cover for soldiers (4+) and vehicles (5+)
Victory conditions:
The Germans must control all three objective hexes by the end of turn 6 (So should they control it sooner, the Russians would still have a chance to recapture at least one objective hex!). For the purpose of this scenario a hex is controlled when a unit is physically present in it or was the last to have sole possession of that particular hex. Any other result is a Russian victory.
Objective hexes:
A44A, A47A, A61A
German forces:
1x Stug D
1x Wehrmacht Oberleutnant
1x Flammenwerfer
1x Light mortar
1x spotter
1x heavy mortar
2x MG 42 team
4x Wehrmacht Veteran infantrymen
4x Mauser K
Russian forces:
1x Commissar
1x Veteran NCO
1x spotter
1x heavy mortar
2x sniper
2x Mosin Nagant
1x Dagtaryev
4x Ppsh
1x Russian artillery piece from Eastern front set
1x Maxim MG
Set up: The Russians set up first. They may do so in any hex except half hexes and in the German set up area.
The Germans set up in the last row of (full) hexes on the Western map edge (the one with the two village hexes and some forest hexes)
Roll for initiative normally.
Scenario special rules:
* Treat the town hexes as City ruins hexes
* Units in large building hexes receive +1 on cover rolls
* Spotters have the superior camouflage ability for the duration of the scenario ( they may not be attacked from short or medium range like snipers)
* Russian elite snipers: The SS hunter ability applies for all attacks against soldiers for the duration of this scenario; i.e. they always roll 7 dice when attacking a soldier.
Optional rule:
* Whenever a soldier unit is attacked by a sniper and enough successes OR MORE are rolled to score a hit, the unit that was attacked receives a face-up disrupted counter ( immediately). This is the best result possible when attacked by a sniper ( also multiples). Other units however, can " finish the unit off" .
Further balancing the scenario:
Russians: add one Mosin Nagant and one PPsh
Germans: Replace two Mausers by Wehrmacht Veterans.
The scenario is playable using both the standard rules and the Expanded rules! However, the Germans will probably benefit fromn using the expanded rules, because they have more units and it would be easier to pull off enfilade fire.
Enjoy!
Please let me know what you think of it!
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RAEVSKI
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We'll give it a shot. but i'll use Romanians in leiu of Germans.
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general Hoth
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i'm gonna try it too. it looks simple and fun.
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boersma8
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I've made some very important improvements errata to this scenario. The most important one is that the game is supposed to last 8 turns rather than 6. This was a type error. Playing for only 6 turns basical;ly makes the scenario impossible to win for the Germans!
For the other changes see www.axisandallies.com scenarios and then this scenario!
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general Hoth
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i've just finnished a game of Red October tonight.
it was good! one map, mostly infantry and lots of ruins.
hard to dislodge the soviets even if they fell in large numbers.
i believe that the soviets could do with a little extra anti AT force.
maybe add two grenadiers instead of one OR add an extra AT gun.
again good fun playing on one map only (i usually game on 2/3)
A german victory well earned!
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SturmVogel
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This scenario on pdf format:
http://www.scribd.com/doc/13354979/Red-October
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