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

After breaking through German lines at the beginning of Operation Bagration in June 1944, the Soviet spearheads often had to cross rivers by assault to create bridgeheads on the opposite bank.

 

  Soviet German
Division 1

Guards Strelkovy Battalion
14 Squad Bases

- 37 Regular Infantry
- 13 Elite Infantry
- 2 Officers
- 2 Machine Gun Crew

2 KV-1 Tanks
2 SU-122 Assault Guns

1x Engineer
1x Flamethrower
7x Expert
3x AntiTank

Grenadier Company
10 Squad Bases

- 16 Regular Infantry
- 17 Elite Infantry
- 3 Officers
- 1 Machine Gun Crew
- 1 Mortar Crew

1 PAK 40 AT Gun

4x Expert
2x AntiTank

Division 2

Guards Strelkovy Battalion
15 Squad Bases

- 39 Regular Infantry
- 14 Elite Infantry
- 3 Officers
- 2 Machine Gun Crew

2 KV-1 Tanks
2 SU-122 Assault Guns

1x Flamethrower
6x Expert
3x AntiTank

Grenadier Company
8 Squad Bases

- 16 Regular Infantry
- 9 Elite Infantry
- 3 Officers
- 1 Machine Gun Crew
- 1 Mortar Crew

2 PAK 40 AT Gun

2x Engineer
2x AntiTank

Strategy Decks Artillery 2
Command 1
Supply 1
Artillery 1
Ground Support 1
Morale 1
Starting Strategy Cards 3
Additionally, all cards from Artillery II except Spotting Round, and the 2 Increased Priority cards are placed in the Soviet play area.

3
Operations Cards 042 Increased Firepower: KV-1
005 Clear Mines
043 Tank Riders
008 Lay Smoke
014 No surrender
013 Desperate Defenders
007 Lay Razor Wire
048 Heavy Mortar Support
Deployment Zone All units move onto the board via one of the red-shaded hexes during round 1. Any full hex on boards 35B, 8B, 5B, 3A, 11B, 10A, 33B, 36B, and 4A (see page 32).
Starting Initiative Initiative Token Germans set up first.
Objective
  • Control of 6 Victory Objectives: decisive victory
  • Control of 5 Victory Objectives: tactical victory
  • Control of 4 Victory Objectives: minor victory

All Victory Objectives and all blue Command Objectives receive German control markers during set-up.

Rounds 12
Actions per turn 4 2
Reinforcements -

During each Status Phase, the German player rolls as many dice as the round number (one die at the end of round 1, two dice at the end of round 2, etc.). If at least one 5 or 6 is rolled, the German player receives one of the two reinforcement groups. The German player may chose which group he wants, and once chosen he gets the other group the next time a successful reinforcement die roll occurs. Groups enter the board during the Action Phase of the following round at one of the gray-shaded hexes marked “R.”

German reinforcements D1 Group 1
• 2 Squad Bases
- 4 Regular Infantry
- 4 Elite
- 2 Half-tracks
2x Expert

German reinforcements D1 Group 2
- 3 Panzer IV

Special Rules
  • The Germans deploy in any full hex on boards 35B, 8B, 5B, 3A, 11B, 10A, 33B, 36B, and 4A. This also applies to Entrenchments. AT guns may be set up in Entrenchments as per the special rule. Instant Mines may not be set up on building hexes. All other hexes can be mined. All Victory Objectives and all blue Command Objectives receive German control markers during set-up.
  • Due to the need for a large number of Expert Specialization tokens, it might be necessary to leave those squad bases without the token and just assume that every squad without a specialization token has the Expert Specialization. It will then be necessary to mark the squads without any specialization in some way, for example with national control markers or vehicle condition markers. In an exception to the standard rules, squads with the Expert Specialization may transfer figures to or from other squads with the Expert Specialization.
  • There are not enough Soviet figures in Fury of the Bear for this scenario. Substitute American figures from the basic game as needed.
  • There are not enough German elite figures in the basic game for this scenario. Substitute American figures from the basic game as needed.
  • If you find the mission too difficult for the Germans, add the optional special rule that all German infantry squad units gain one cover die which cannot be reduced or negated.

Soviets
Preliminary Bombardment. During round 1, the Soviet player may use the Artillery cards in his play area without rolling to establish contact and without the need for a spotter. The drift number during round 1 is always 5. At the end of the Command Phase of round 1, any remaining Artillery cards are shuffled together with the Spotting Round card and the two Increased Priority cards. This deck is then placed in the HQ area and is now available for drawing cards.

Germans
Gun Emplacements. Guns may be placed in entrenchments during set-up. These guns may not leave the entrenchment during the game. Guns may still not enter empty entrenchments during the game. Guns in entrenchments may be operated by squads in other entrenchments in the same hex. Guns set up in entrenchments have Armor 2 and Cover +2.

 

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