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general Hoth

Revised SS Wiking: Breakout Cherkassy. With 3D Pics!

February 1944, a few monthes later...

After retreating behind the river Dniepr, closely followed by the Soviets, the Wiking division's mighty regiments of Westland and Germania were joined by the volunteers of the SS brigade Wallonie led by the infamous belgian, Leon Degrelle. Meanwhile in mid January 1944, 5th guard tank army and 6th tank army in a massive pincer movement quickly surrounded the German  XI th Army corps (7 infantry divisions plus the SS Wiking, about 54 000 men) commanded by general of artillery Stemmerman. The situation became desperate despite the efforts of the IIIrd panzer corps to break the 4 kilometers deep ring around the defenders. Hitler authorized the breakout on February 16th, which would be led, on the left flank, by the "political volunteers" from the Wiking and Wallonie units.
Under heavy rain the attack springed off from the village of Starosele with the men of Westland supported by the division's last tanks in the lead. Supprised by this desperate night attack the Soviet lines collapsed until the approaches of Lissjanka where on both flanks T34's and AT guns opened fire into the retreating collumns of frozen Landsers. Leon Degrelle shouted to his troops: "This is our last chance to breakthrough!"...

maps:

West map7 (upside down)- map5 (upside down)  East

special rules:
Soviets ignore the commandant dependant SA
Soviets set up up to 5 hexes away from their side as do the germans.
Half hexes are in play but NOT for set up.
Soviets set up on map7
Germans set up on map5 and have the initiative on turn 1.
this scenario uses the maps from the expanded rules book.
i used the book: SS Wiking (éditions Fayard) by jean Mabire as a source

SS Panzer Division Wiking:
ss leader
Tiger I
ss panzer IV F2 x2
stug III Gx2
mg 42
ss panzergrenadier x8
pak 40
sdkfz 251
panzerfaust x3

from turn 4 onwards, the german player can enter the following units (piecemeal if he wishes) through the eastern road hex:
SS panther
sdkfz 251
ss leader
ss panzergrenadier x2
panzerfaust
opel truck x4
stug III Gx2
grizzled veteran

5th Guards Tank Army:
cossack captain
sniper
82 mortar x2
zis AT gun x2
76.2 AT gun
maxin MG
ppsh x4
dp 27 x2
AT rifle x2
observer
sturmovnik

on turn 2 the following units enter the map anywhere along the side of the map (except alongthe german set up area):
IS2
T34 76  model 42 x5
cossack cavalry x4
partisans x4
cossack captain
(infantry can start mounted)

Victory Conditions::
at the end of turn 9:
german decisive victory: the german player holds 2 hexes of the village hexes on map7 and manages to bring a truckload of wounded into the village.
german victory: the german player holds two village hexes.
soviet victory: the german holds one village hex.
soviet decisive victory: the german player cant breakout...



The convoy of german wounded comes in but the soviets still hold the high ground!




The soviets' defences




Unlucky! a lone T34 blocks the way in. it will cost the germans two precious turns.

And for more historical accuracy use the SS wallonie unit from the Sharpedia instead of the SS panzergrenadiers:



Have fun! Cool
RedBaron

nice trees! I want some
general Hoth

RedBaron wrote:
nice trees! I want some


I bought them from a shop that does dioramas for electric train stations and so on.

Regarding the updates for the scenarios:
-i've included units that nomorehexes mentioned (Tiger, panther and IS2).
-the scenario lasts one more turn
-both the stugs and the T34s have been upgraded.
-one soviet AT gun has been upgraded too (EF wasnt released back then)
-and; the germans have one more infantry unit.

I've played it twice so far. the first time using the wallons the Wiking managed a german victory. And the second time using the panzergrenadiers, it was a complete soviet victory, due to poor dice rolling and worst, a really bad german set up! Cool
general Hoth

Battle tips soon here. Cool
NoMoreHexes

This looks great. I really want some winter terrain for this one to show the actual conditions. Thanks for your efforts at putting this together.
general Hoth

NoMoreHexes wrote:
This looks great. I really want some winter terrain for this one to show the actual conditions. Thanks for your efforts at putting this together.


I messed around with winter rules.
It was too hard on the germans. Crying or Very sad
RedBaron

gen. Hoth

That is my ideea of 3D for us Europeans.

Having 3D trees and Buildings over 2D maps! I have tested this also and it works quite fine!

Though I suggest you use a transparent base for your trees and not white!

I can't find time to make trees, I can't find any to buy... and on the internet they cost more than real ones. Damn this! But... the Baron will solve this issue in the end Smile

One last idea: dont use time limited scenarios... just build scenarios that motivate a player to attack or defend various objectives... dont stick to the classic 7th turn or whatever to close a game down.
Create gen. Hoth, create!

re/
general Hoth

Yes, i think i'll stick to adding various 3D elements onto the maps. I find them great to stimulate one's imagination. Cool

Regarding the turn rule, i agree that not having any time restriction is great.

But when designing scenarios i always keep in mind new players. They might not have, say, 3 hours to try AAM out.
When 7 turns can usually be played within an hour.If they've understood the game (they usually do), a quick second battle can still be played in the same evening I like that. Cool

But for having played on your awesome "french" map i know that you could spend HOURS on the same battle. And have a lot of fun too.
RedBaron

yes, that is true.

for new players, it is recommended to have short - 7 turn battles.
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