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
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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
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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
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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
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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.
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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 |
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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.
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Rounds |
12 |
Actions per turn |
4 |
2 |
Reinforcements |
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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
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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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