Victory Results:
 0 %
Record a victory for BOTTOM ARMY  0 %

October 14. 1942, the first day of the assault on the tractor factory. saw heavy fighting as Soviet forces struggled desperately to repel a German advance. Front lines blurred as troops from both sides became isolated. Chaos ensued as tanks crashed through the outer walls of the factory spraying machine gun fire into the Soviet defenses.

 

  Soviet German
Division 1

7 Squad Bases
- 20 Regular Infantry
- 2 Elite Infantry
- 2 Officers
- 2 Machine Gun Crews

2 T-34s

2x AntiTank
2x Commissar

8 Squad Bases
- 20 Regular Infantry
- 6 Elite Infantry
- 2 Officers
- 1 Machine Gun Crew
- 1 Mortar Crew

2 Panzer IIIs

2x Flamethrower

Division 2

7 Squad Bases
- 20 Regular Infantry
- 5 Elite Infantry
- 1 Officer
- 1 Mortar Crew

2 T-70s

1x Assault Engineer
1x Concealed Concealed

8 Squad Bases
- 20 Regular Infantry
- 6 Elite Infantry
- 2 Officers
- 1 Machine Gun Crew
- 1 Mortar Crew

2 StuG IIIs

2x AntiTank

Strategy Decks Campaign Ammunition 1 (shared)
Campaign Morale 1 (shared)
Campaign Supply 1 (shared)
Campaign Ammunition 1 (shared)
Campaign Morale 1 (shared)
Campaign Supply 1 (shared)
Starting Strategy Cards 2 2
Operations Cards 050 Rushed Tank Repair
055 Tank-Mounted Machine Guns (shared)
054 Shield of Armor
sIG 33b
055 Tank-Mounted Machine Guns (shared)
Deployment Zone Division 1: Any hex with a red border on maps 40A and 50A.
Division 2: Any hex with a red border on maps 46A and 47A.
Division 1: Any hex with a grey border on maps 43B and 44B.
Division 2: Any hex with a grey border on map 19A.
Starting Initiative   Initiative Token
Objective
  • 5 CVP: Have more figures in the building on map 40A at the end of round 5 than your opponent.
  • 1 CVP: Each campaign command objective controlled at the end of round 5.
Rounds 5
Actions per turn 2 2
Reinforcements

Status Phases 2:
1 T-34

Status Phases 4:
1 T-34

Status Phase 2:
2 Squad Bases
- 6 Regular Infantry
- 2 Officers
- 1 Medic Specialization
- 1 Anti-Tank Specialization

Status Phase 3:
1 Panzer III

Special Rules
  • Sewer 3
  • Tanks may attempt to ram into a building hex during movement from a non-building hex. To do so, the player controlling the tank rolls dice equal to the tank's firepower against vehicles divided by 4 (round down). A "6" on any die is a success. If the building is weakened, success is automatic.
  • On a successful ram, a tank occupies the target building hex and ends its movement.
  • Place a weakened token on a building hex if a tank enters it.
  • Tanks in building hexes only have LOS to adjacent hexes.
Terrain Features Buildings are destructible.  

 

Log in to comment