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Ducky

Eastern Invasion (heavy armor battle) - updated June 22!

German Army
2x Jagdtiger
2x King Tiger
2x Nebelwerfer
1x SS-Haupsturmfuhrer
1x Wehrmacht Expert Sniper
2x Grizzled Veteran
2x MG-42 Machine-Gun Team
2x SS Stormtroopers
2x Panzergrenadiers
4x SS Panzergrenadiers
4x Tank Obstacle
2x Barbed Wire

German Reinforcements
2x Veteran Tiger
2x Panther Ausf. D
2x Focke-Wulf Fw 190A

Soviet Army
2x IS-3
1x SU-152
3x Guards T-34/85
2x BM-13 Katyusha Rocket Launcher
1x Hero of the Soviet Union
1x Cossack Captain
1x Commissar
1x Fanatical Sniper
2x Cossack Cavalrymen
4x PPSh-41 SMG
4x Degtyarev DP-27
2x Mosin-Nagant 1891/30

Soviet Reinforcements
2x IS-2
2x KV-1
2x IL-10 Sturmovik

Scenario
The Germans are occupying the objective on the western edge of the map, in preparation for a massive Soviet offensive from the east. The marker must be placed on the road hex at the edge of the map. This comes down to speed vs. power. The recommended map layout is to use side 1 (west) and 4 (east) from the 1939-1945 Starter Set, with both map numbers at the bottom of the map. The German player deploys all units first (special deployment rules do not apply) within 3 hexes of the western edge of the map, the Soviet player must deploy all units within 2 hexes of the eastern edge of the map and go first during turn 1. Soviet vehicles and cavalrymen receive a +2 to speed if their moves are completed along clear hexes (for the first movement phase only). Ability "Command Dependent" for Soviet soldiers is inactive until both IS-3 tanks are destroyed.

German reinforcements arrive during the movement phase of turn 7, and must be placed within 2 hexes of the western edge of the map. They do not get a movement turn. Soviet reinforcements arrive during the assault phase of turn 7, and must be placed within 2 hexes of the eastern edge of the map. They may not move, but may attack. Aircraft is only usable within the normal airstrike phase for both players.

Victory Conditions

German player: Hold the objective uncontested during the conclusion of turn 14, or have more unit points in a contested objective hex at the end of turn 14.

Soviet player: Hold the objective uncontested during the conclusion of turn 14, or hold the objective uncontested for 2 complete, consecutive turns.
general Hoth

We are lucky this week with 3 brand new scenarios. Cool

This one has  the heavy german and soviet steel on a head on clash. nice. Cool

thank you Ducky.
Ducky

general Hoth wrote:
We are lucky this week with 3 brand new scenarios. Cool

This one has  the heavy german and soviet steel on a head on clash. nice. Cool

thank you Ducky.


No worries, I'm just trying to use my imagination and make stuff people will enjoy! The heavy armor really doesn't get a lot of use because of its cost, and swarm-builds can make them risky, so I opted to make a mandatory line-up for a scenario that specifically favors the durability and firepower of the heaviest German armor, with the comparable Soviet firepower and better maneuverability/speed. I've personally always wanted to play a match like this, but taking a 300+ point build into a battle, blind, featuring this focus on heavy tanks just isn't realistic unless you're extremely lucky.
Ducky

Just to outline the updates, I added reinforcements to both sides, with some more heavy and medium tanks, as well as aircraft to mix things up a bit. I also tried to be more detailed with how the maps are to be set up.

I intentionally gave a slight advantage to the German reinforcements because they're fighting on home territory and the aircraft are quicker, which is why they get an earlier turn for use.
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