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

Over the course of the months of October and November 1942 the German 6th army made repeated attempts to take out the defending Russian forces in the city of Stalingrad.
Originally the objective had been to cut them off from reinforcements and supplies by reaching the shores of the Volga. In the end the struggle over the city that bore the Soviet dictator's name turned into a personal matter of prestige between Hitler and Stalin.
The battle in the Northern city districts where the huge tractor, Barricade and Red October factory complexes were located, became a giant slugfest amidst the rubble, stench and filth of the enormous fortified buildings and saw some of the most bitter hand-to hand fighting of the entire war. An advance of as little as a hundred meters would often be at the cost of countless human lives only to lose this ground again or find enemy pockets of resistance behind the lines, as troops often moved underground (sewers). The Germans came to call this type of urban warfare by the name of "Rattenkrieg" or "War of the rats".
The result is very well known: The Germans kept on feeding more and more troops and armor into the city while the Russians held on by their fingernails managing to get just enough replacements and supplies into the battle.
Meanwhile the Soviets had massed an enormous army on the enemy's flanks, which were defended by relatively weak Romanian, Hungarian and Italian forces. The Russians were awaiting the order to strike and encircle the sixth army in Stalingrad and trap them inside.
When this eventually happened it led to a catastrophic defeat of the Wehrmacht, which would change the course of the war.

Will you be able to accomplish what the Germans failed to do historically and change the course of history?

 

  Soviet German
Division 1

4 Squad Bases
- 8 Regular Infantry
- 3 Elite Infantry
- 1 Officer
- 1 Mortar
- 1 Machine Gun Crew

1 AT Gun – ZIS.
1 T34/76

1x Medic
1x Concealed Concealed

7 Squad Bases
- 2 Mortars
- 2 Officers
- 6 Elites
- 14 Regular Infantry

1 StuG D (Spd. 6, Arm. 3 vs.I 5/6, vs.A 6/6)
1 Panzer IVe
1 Panzer III

1 Panzergrenadier spec
1x Engineer
1x Flamethrower

Division 2

5 Squad Bases
- 14 Regular Infantry
- 1 Elite Infantry
- 1 Officer
- 1 Mortar
- 1 Machine Gun Crew

1 AT Gun – ZIS.

1x Engineer
1x Second Rate Troop
1x Concealed Concealed

6 Squad Bases
- 1 Mortar
- 1 Machine Gun crew
- 2 Officers
- 4 Elites
- 14 Regular Infantry

1 StuG D (Spd. 6, Arm. 3 vs.I 5/6, vs.A 6/6)
1 Panzer IVe
1 sdkfz 251

1 Panzergrenadier spec
1x Medic
1x Flamethrower

Strategy Decks Soviet Artillery 1 *
Ground Support 1
Soviet Reinforcements
* Each card with an attack value costs 2 additional CP, each attack die hits on 4-6
Command 1
SD German Artillery 1 *
SD German Air Support 2 * (Remove the Tactical Bombing Card)
* Each card with an attack value costs 2 additional CP, each attack die hits on 4-6
Starting Strategy Cards 1 2
Operations Cards - Lay Razor Wire
- Desperate Defenders
- Katyusha Support (after it’s been paid for once, it may be used on subsequent rounds for only 2 CP per round).
- Camouflage (shared – don’t’ forget it’s errata!)
- Merciless Assault (shared)
- Panzer IVE
- Clear Tank Trap
- Clear Mines (instant mines in this case, they are not triggered when an Engineer squad enters)
- Camouflage (shared – see errata)
- Merciless Assault (shared)
Deployment Zone Div. 1: anywhere on boards 9A, 10B, 8A and 31B.
Div. 2: anywhere on boards 8A, 31B and the two boards adjacent South.
Div. 1: on the Mid and North board hexes of the German deployment zone hexes (as does it’s reinforcements).
Div. 2: on the Mid and South deployment hexes (as does it’s reinforcements).
Starting Initiative Setup First Initiative Token
Objective
  • The German player scores 5 victory points foreach Russian baseline hex (any hex adjacent tothe Volga) controlled at the end of round 12.
  • The Russian player scores 1 VP for each Germanfigure and light vehicle destroyed and 3 VP foreach heavy vehicle destroyed.
  • The player withthe most VP at the end of the game wins.-
Rounds 12
Actions per turn 2 3
Reinforcements

During each status phase, at the scenario reinforcements and events step, the Soviet player rolls a die.

  • 1-2 = receive one squad base
    3-4 = receive two squad bases
    5-6 = receive three squad bases

They then roll a die for each base separately. On a 1-3 the base receives a Second-rate Troops spec. token. On a 4+ it does not.
No matter how many bases become available, 1 officer always becomes available (if available; note that the scenario requires 2 copies of FoTB). The rest are regulars. Finally, the Germans may purchase attack dice (See Luftwaffe over the Volga op card) and attack the squad(s).

Soviet reinforcements must enter either on the “1″ Russian command point marker or directly adjacent to it on the Soviet baseline (so in the building or balka hex). Should such a hex be occupied by (a) German unit(s), then Soviet reinforcements may not enter there. Should it be German-controlled but unoccupied, then Soviet reinforcements MAY enter there.

Round 5 –
Division 1:
- 3 Squad Bases
- 1 Officer
- 1 Elite
- 10 Regulars
- 1 Panzer III
- 1 Panzer IVe
Division 2:
- 2 Squad Bases
- 1 Mortar
- 1 Elite
- 5 Regulars
- 1 StuG D
- 1 sdkfz 251

Round 9 –
Division 1:
- 2 Squad Bases
- 1 Officer
- 5 Regulars
- 1 Second-rate Troops spec.
Division 2:
- 2 Squad Bases
- 8 Regulars
- 1 Second-rate Troops spec.

Special Rules

Instant mines: Once per game, the Russian player may place four contiguous instant mine tokens anywhere on the board except in the German set up area or on the Russian baseline. They must be placed in empty hexes. They may be placed in building (think of them as booby-trapped buildings) and ruin hexes. For squads to avoid taking damage, a 5+ is needed is both cases (4+ if they end their movement in the hex). When placed in a balka or balka entrance hex a 4+ is needed; 3+ if the movement was ended.

Panzergrenadiers: For each squad with a panzergrenadier specialization token, each friendly vehicle in the same hex gains +1 cover against close range attacks from squads.
Designer’s note: Panzergrenadiers typically accompanied large armored formations. They often had halftracks and trucks at their disposal allowing them to keep up with the panzers. When tanks went unaccompanied by friendly infantry, this often allowed enemy soldiers to close in on the vehicles and take them out more easily.

Second-rate troops: When a squad with a second-rate troops specialization token receives a disruption token, roll a die. On a 4+ the squad is routed immediately. For each officer in the same hex, subtract one from the die roll. A squad with a second rate troops specialization may never contain any elites. In addition, it never benefits from the “Elite Formations” operations card when it is in play.

Luftwaffe over the Volga (op card): When the Russian player receives reinforcements (either granted by the scenario or purchased from the reinforcement deck), the German player may, using available command, pay for a number of dice for the cost of 1 command point each. He then rolls these dice scoring hits on a 4+. For each hit, a Russian figure is removed from the reinforcing squad(s) (owning player’s choice). The German player may never buy more dice than the number of figures that the Russian player is entitled to receive. Any remaining figures are then placed on the board.

Rubble: Clear hexes play as follows: Squad movement normal, vehicle movement 2, squads have 1 cover. Do not block LOS. However, despite the cover granted, it does not count as cover providing terrain with regard to concealed squads, i.e. while they do roll at least one cover die when attacked in such terrain, for concealment/revelation purposes the terrain counts as clear terrain.

Ruins: Rough terrain hexes represent ruins. They play as follows: Squad movement 3, vehicle movement 4 (trucks may not enter). In addition, vehicles roll a die upon trying to enter a ruins hex. On a roll of 1 or 2, they are immediately fatigued in the hex they were in prior to trying to enter the ruins hex. They remain fatigued for the duration of the next round. To denote this place two fatigued counters by the unit and remove only 1 during the remove tokens step of the command phase. If a card allows for the removal of a fatigued counter or to flip one over to the op-fire side, only 1 fatigued counter is removed. As long as there is one fatigued counter left, flipping the other one to op-fire would be pointless. Cover 4. block LOS. Tanks cannot use their concussive firepower ability against ruins.

Into thin air: A squad, fresh or in op-fire, in a building or ruins hex may, as an action, assign itself a concealed squad token if not adjacent to an enemy unit. Doing so costs 2 command points. However, a side can never have more than 2 concealed units (See hidden AT guns) on the board at any time. Pinned or disrupted squads may not perform this (special) action.

Fortified buildings: Entrenchments may be placed in building and ruins hexes. Each adds 2 cover to the existing building or ruins terrain. Hence a building containing 3 entrenchments would yield a total cover of 9. Note that a unit does not need to be inside an entrenchment to receive this extra cover. Also note that this is only true in the case of buildings and ruins. A squad would have to be inside the entrenchment to benefit from its cover when placed in any other legal terrain type.

Control of factories: The side that controls the majority of hexes of each of the three major factory complexes (the main contiguous building and/or ruins hexes; a VP token has been placed inside each to remind players) receives 1 additional command point each round per factory complex controlled. The Russian player starts in control of all three major factory complexes.

Hidden AT guns: Equipment units may be placed in building and ruins hexes. In addition they may be assigned concealed markers.

Low visibility: Maximum LOS is 5 hexes.
Designer’s note: Because of all the debris, smoke, dust, obstacles, weather conditions, buildings etc. visibility was often low and combat usually took place at relatively close ranges.

Adjustable defense: The 3 barbed wire markers, 1 tank obstacle marker and 2 trenches may be placed in any “clear” or road hex, except for the German set-up area, by the Russian player at game start. The two entrenchments the Russians start the game with may be placed in any terrain in the Russian deployment zone. Ones built by engineer squads at a later time may also be built anywhere. Note that German engineer squads may also build entrenchments.

Balka and balka entrance hexes: Balka and balka entrance hexes are to be played as follows: To be able to establish LOS from or to a balka or balka entrance hex, units need to be adjacent to one another, unless LOS can be established through contiguous balka and/or balka entrance hexes. A unit entering or leaving a balka (but NOT a balka entrance hex) from or to a non-balka hex is immediately fatigued. In addition, vehicles roll for damage as described in the FotB rules booklet (not when moving from a balka to another balka hex!) . The movement cost to enter or leave a balka entrance hex is always one. Vehicles do not run the risk of being damaged and are not immediately fatigued when entering or leaving a balka entrance hex. Balka and balka entrance hexes do not provide any cover and do not block LOS.

Terrain Features The Soviet Player may place the following (with restrictions and options, see special rules)…
• 2 Entrenchments
• 1 Tank Obstacle
• 3 Barbed Wire
• 2 Trenches
 

 

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alecrespi replied the topic:
10 months 3 weeks ago
Here are some comments found online.

TheKaiser33 (Nov 7, 2012)

Ok, the factory on the left hand side of the German deployment zone I'll call Factory 1, the one in the middle Factory 2, and the one on the right (by the balkas) Factory 3.

The Russians deployed their tank traps to the right of Factory 2 to pinch off the open space between the ruin hexes and slow the German tanks down. They deployed their machine gun in the most right-hand hex of Factory 2 with one of the AT guns deployed on the left-hand side of that same factory. They also deployed an AT gun in the ruins of Factory 3 covering the hexes leading up to the MG so that if they Germans decided to push past the tank obstacles they'd come under fire from the AT gun. This gun was concealed. The razor wire was deployed along the road in front of Factory 2 and in front of the MG squad in Factory 2.

In the opening moves the Germans used several infantry squads supported by concussive firepower of 3 tanks to blast the 3 Russian squads defending Factory 1 into oblivion and quickly capture Factory 1. The AT gun in Factory 2 was able to take advantage of its concussive FP, though, and knock out one of those attacking squads later.

In the center, the German tank behind the tank trap fired at the Russian MG to no effect. The Russian Engineer squad immediately fortified the MG hex with sandbags. They continued to do this on each subsequent turn until the max of 3 was reached. Visibility to the MG hex limited the amount of units that could attack that hex from the German side. The Germans began concentrating attacks against the Engineers once they realized what the engineers were up to. They knocked the squad down to 1 guy and a triple block prevented another attack from destroying them. The engineers then went concealed. Meanwhile, the Germans had moved several squads into the razor wire in the road. The Russians then decided to use their Instant Mine special action to deploy instant mines into 2 of Factory 2's hexes and 2 of the open hexes on the left hand side of that factory. Thus, halting the German advance. The German engineer squad was in Factory 1. The Germans sent a suicide squad into one of the mined rooms in the Factory which promptly failed its roll and detonated the mines. A bad roll saw that squad wiped out. Other German squads piled into the now cleared hex, including the Flamethrower unit. Meanwhile, the Russian, concealed Engineer squad had left the MG hex and moved into the AT hex in Factory 2 and begun super fortifying that hex.

The flamethrower squad supported by 2 fatigued German squads assaulted the center of Factory 2 and wiped out 2 Russian squads that were there. Unfortunately, the Russians counterassaulted with some of the reinforcements that they had rolled and destroyed the flamethrower unit. Factory 2 became a meat grinder. The Germans fed in several squads and the Russians continued to feed men in as well. The Russians had the advantage of two nine defense dice super hexes thanks to their engineer squad and without the Flamethrower unit, the Germans were sorely pressed to be able to capture the building. Most hits rolled against units in those hexes promptly being blocked by the Russian cover dice.

The Germans sent some squads around Factory 1 to make it to the Volga and begin picking up hexes over there, but then the Russians shifted their t34 to that line and managed to knock out several squads. The PZ3's having a hard time getting over to deal with the t34 which was tucked behind the house in front of the Balka on the Volga. The AT gun also kept the Panzer's busy, minor damaging 2 of them, thus making them only able to move 1 hex and still be able to fire.

Several squads were able to successfully assault Fatory 3 in the middle of the game after the first wave of reinforcemetns, however, this Factory was closest to the Russian reinforcement point so the Russians promptly counter-assaulted and recaptured it.

The Russians were able to bog the Germans down in trying to root them out of well-defended / covered hexes. The Russians typically lost several squad bases per turn, however, since they had a steady stream of reinforcements entering the board each turn, they could normally replace their losses. And every casualty they caused to the Germans they added Victory Points.

I did use the Luftwaffe over the Volga, however, this normally only knocked out 1 squad base or so. By the middle of the game, the Russians were rolling on average about 2 squad bases of infantry for special reinforcements and would purchase another 1 or 2 squad bases from cards. The largest mistake on the Germans part was moving the flamethrower squad forward too aggressively. I was trying to get them set up to assault the op fire MG squad on their next turn, however, when the Russians knocked them out it cut off most chance of capturing Factory 2. Trying to assault a hex defended by 2 or 3 full Russian infantry squads with 9 cover dice with only 3 German infantry squads was suicidal and would only serve to hand the Russians more VP's. Every time the Russian squads were reduced in strenght to manageable numbers in Factory 2, reinforcements would take their place.

Two bombing run cards and some good assaults did knock out some Russian mortars and a pile of infantry in the middle of the game, but then the next turn my friend rolled 3 squad bases and bought 3 more to replace all units that were lost.

If I had to do it all over again, I would use the flamethrower squad better and send all of the tanks rushing for the Russian reinforcement hexes to cut off their reinforcements.

It was a fun scenario over all.