| Division 1 |
8x Squad Bases - 22 Regular Infantry - 2 officers - 2 elites - 2 MGs - 1 mortar
1x Medic 1x SMG 1x Engineer
3x AT gun 1x SU 76 2x T 34
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6 Squad Bases - 12 Regular Infantry - 5 elites - 1 officer - 2 mortars - 1 MG
1x Medic 1x Flamethrower 2x Engineer
1x Brummbär 1x Stug III 2x Ferdinand
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| Division 2 |
7x Squad Bases - 19 Regular Infantry - 2 officers - 3 elites - 1 MG - 1 mortar
1x Medic 1x SMG 1x Engineer
2x AT gun 1x KV I 1x T 34
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6 Squad Bases - 15 Regular Infantry - 3 elites - 1 officer - 1 MG - 1 mortar
1x Medic 1x Expert 1x Engineer 1x Flamethrower
1x Tiger I 2x Panzer IV 1x Panzer III 2x sdkfz 251
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| Strategy Decks |
Artillery 2 Morale 1 (The Soviet player may play the Take down the Beast tactics card without the requirement to combine fire.)
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Artillery 1 German Reinforcements 1 |
| Starting Strategy Cards |
3 |
1 |
| Operations Cards |
Katyusha Support Desperate Defenders Massive Confusion (shared)
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Nebelwerfer Support Clear tank trap Clear Mines Massive Confusion (shared)
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| Deployment Zone |
Div.1: any legal hex on maps 2B, 1B, 9A and/or 5B Div.2: any legal hex on maps 9A, 5B, 11A and/or 8B
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Div.1: grey shaded hexes on map 6B and/or 12A Div.2: grey shaded hexes on map 12A and/or 7B |
| Starting Initiative |
Setup First |
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| Objective |
The German player wins immediately if one of the following occurs:
- At the end of any round, the German player controls all five victory objectives
- As soon as the German player exits three heavy vehicles off the far end of the board. They may exit into half hexes (in all other respects, half hexes remain unplayable, e.g. for determining LOS)
In neither one of the above occurs, victory is determined as follows at the end of round 11:
Both players score Victory Points (VP) as follows at the end of each round:
SOVIET PLAYER
- 1 VP for each Victory Objective controlled
- 2 VP for each Tiger I or Elefant destroyed
- 1 VP for any other German heavy vehicle destroyed
GERMAN PLAYER
- 4 VP for each Objective controlled
- 4 VP for each heavy vehicle exited off the map
The player with the most VP at the end of round 11 wins.
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| Rounds |
11 (max) |
| Actions per turn |
3 |
3 |
| Reinforcements |
The Russians receive the following reinforcements during the following rounds. They are placed on the red shaded hexes on map 2B.
Round 3: 1x T34 1x AT gun 3 squad bases • 1 officer • 2 elites • 9 regulars ◦ 1 engineer token
Round 5: 2 x T34 1x SU 152 1x SU 76 2 squad bases • 1 officer • 3 elites • 4 regulars ◦ 1 engineer token
Round 7: 1x SU 152 1x T34 1x KV I 2 squad bases • 1 officer • 3 elites • 4 regulars
Round 8: 1x SU 76 1x T34 1 squad base • 4 regulars
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The Germans receive the following reinforcements during the following rounds. German reinforcements are placed on any of the grey shaded hexes.:
Round 2: 1x Panzer IV 1x Panzer III 1x Stug III 1x Brummbär
Round 4: 1x Ferdinand 1x Tiger I 1x Brummbär 1x Panzer IV 2x sdkfz 251 2 squad bases • 1 officer • 3 elites • 4 regulars
Round 6: 1x Ferdinand 1x Tiger I 1x Panzer IV 1x Stug III 1 squad base • 4 regulars
Round 7: 1x Panzer III 1x Stug III
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| Special Rules |
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Vantage Point: While a player controls the Victory Objective on Hill 253.5, all artillery attack cards they play, hit on a roll of 4+. This includes the use of the Katyusha and Nebelwerfer support op cards for the purposes of this scenario. Note that spotting round and increased priority do not affect the use of the Katyusha and Nebelwerfer operation cards!
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Satchel charges: Russian squads receive +2 firepower when attacking a vehicle from close range.
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Infinite artillery: If the Soviet artillery deck is ever depleted, reshuffle the cards played to form a new draw deck and continue play as normal.
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Mobile Obstacle detachment: Soviet engineers may, as an action, place an instant mine token it their hex. Friendly units may also be affected by them, including (friendly and enemy) engineers should they (re)enter a hex with instant mines in them. Squads must roll a 6 (5 if they end their move there) when entering bombarded terrain to avoid taking any damage. All other rules apply as outlined in the Fury of the Bear rules booklet!
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Prepared defenses: AT guns may set up in building hexes (but not enter them) and squads in trenches may operate equipment units in their hex. Any such equipment unit gains +2 cover if there’s at least one trench in the same hex.
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Fortified buildings: Building hexes with an entrenchment in them are fortified buildings. They offer 5 cover. Engineers may construct entrenchments in “regular” buildings to fortify them. Equipment units do not receive the additional +1 cover when located in a fortified building hex. Units with the concussive firepower ability can still only use it against squads, not against equipment units inside fortified buildings. Squads inside a fortified building may support an assault.
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Panzergrenadiers: If the German player pays 2 extra command points whenever they decide to buy units from the German reinforcements deck, they may buy a half track to go with it (They may still opt to pay only 1 extra command point and buy a truck instead).
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New unit stats
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Ferdinand/Elefant-tank destroyer
Speed: 3 Armor 5 (extra thick armor; when this unit rolls its armor defense dice, immediately change up to two failed results into 6’s.)
AI: Range 5; firepower 4 AV: Range 9; firepower 13 Concussive firepower: This unit gets +3 range and +3 firepower against infantry in buildings, pillboxes and bunkers Sturdy
Unit Special rules:
No hull MG & limited visibility: This unit cannot fire at infantry from close range Close assault vulnerability: This unit loses its extra thick armor trait when attacked by infantry from close range. Note: No overrun!
Sturmpanzer IV Brummbär
Armor: 5 Speed: 4
AI: range 8; firepower 10 AV: range 6; firepower 5
Unit Special rules: - Concussive Firepower - Overrun - Sturdy
SU‑152
Armor: 5 Speed: 4
AI: Range 6; firepower 8 AV: Range 8; firepower 11
Unit Special rules: - Concussive Firepower - Overrun - Sturdy
SU 76
Armor: 3 Speed: 6
AI: Range 5; firepower 6 AV Range 7; firepower 7
Unit Special rules: -Open-top: This unit is vulnerable to suppressive attacks -Overrun - Sturdy -Concussive firepower
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| Terrain Features |
- |
| Further Balancing Rules |
If two players are of unequal skill, the following changes may be made to the scenario if both players agree:
- Russians: Add the Seize the Initiative Operations Card
- Germans: Armored shield: For each heavy vehicle in its hex, a squad gains +1 cover.
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