Post by armchair general on Jun 1, 2017 4:24:25 GMT
Maps:
I apologize in advance for my lack of technical skills which is why I cannot at this point provide a picture of the battlefield, which would have been much handier. Nevertheless I've done my utmost to be as clear as possible in explaining where the overlay tiles go. Perhaps someone could post this for me once they've set up the scenario for themselves? I'd appreciate it very much! (map's been posted; just scroll down this thread!)
^ North
15 ==> # SE corner
3 ==> # SE corner
4 ==> # NW corner
(When looking at the maps from South to North; Road running S to N)
You need the following overlay tiles (I've used tiles from memoir ' 44. Tide of Iron will also do, but I don't think that game comes with enough woods tiles for this scenario. Of course another option is to print them out from the wizards website, but I prefer the memoir '44 tiles):
9x village/town
29x woods
2x stream
Overlay tiles:
Map 4:
1. Place a town tile on either side of the road, 4 FULL hexes in from the South and one more directly to the left and right of these. This way you end up with 4 town hexes in a straight horizontal line interrupted only by a "clear" road hex.
2. Place a town tile on the hill hex closest to the road and another one in the clear hex directly to its right.
3. Place two woods tiles over the remaining two hill hexes on map 4.
Map 3:
4. Place a town tile on the woods hex to the South-west of where the road runs through the forest.
5.Place a town tile directly to the South-East of the woods hex bordering the road to the right.
6. Place a stream tile on the hexside of the clear hex directly to the SW.
7. Place another stream tile on the hexside between the woods hex and the clear hex to the SW of the town tile mentioned under "4" above.
8. Place a woods tile on the hex joining maps 4 and 3 to the North of the (original) hill hexes. Place two more woods tiles directly to the NE and NW.
9. Place a woods tile over the hill hex in the NE of map 3.
10. Place a woods tile to the East of the Northernmost lake hex.
11. Place 4 more woods tiles directly bordering the road on the left hand side.
12. Place 3 more directly to the left of these; starting from the South.
13. Place one more to the NE of these (bordering the road, two hexes SE of the lake hex on map 15) thus joining maps 3 and 15.
Maps 3 and 15:
14. Place two more woods tiles in the hexes directly to the right of the road here and yet another one directly to the North of these thus linking up with the pre-printed woods on map 15 ( E48A, E55A and E56A)
Map 15:
15. Place a town hex directly to the SE of the lake hex (E31A).
16. Place woods hexes in the following hexes: E5A, E6A, E14A, E21A, E28 A, E29A,E43A, E44A, E50A, E52A, E69A and E77A.
Additional set-up notes:
Poles set up first. They may set up in any cover providing terrain between the two rivers. The Germans automatically win the initiative on Turn 1. Half hexes are in play for this scenario.
Victory conditions and Game length:
The scenario lasts for ten turns.
The Germans score 5 VPs for each vehicle and 2 VP for each soldier class unit exited off the Eastern map edge between the rivers. Exiting costs one movement point when adjacent to the Eastern map edge. These units cannot return to play once exited off-board.
The Poles score 3 VPs for each German vehicle and 1 VP for each soldier unit destroyed.
Degrees of victory/ defeat (point difference):
1-10 token victory/ defeat
10-20 minor victory/ defeat
21-30 major victory/ defeat
30+ crushing victory/ defeat
IT IS HIGHLY RECOMMENDED TO USE THE EXPANDED RULES WHEN PLAYING THIS SCENARIO. THE POLES CAN SCORE A LOT OF POINTS BY DESTROYING GERMAN VEHICLES. HAVING ANTI-TANK GUNS (and/or ANTI-TANK RIFLES/ MACHINE GUNS when using our houserules overwatch rules! ==> See the optional rules section) IN OVERWATCH GRANTS A LOT OF POSSIBLE EXTRA SHOTS AND CERTAINLY KEEPS THE GERMANS FROM TRYING TO RACE OFF BOARD JUST LIKE THAT WITH NOTHING IN THE WAY TO STOP THEM. THE SCENARIO'S VICTORY CONDITIONS ARE BASED ON USING THE EXPANDED RULES, MOST NOTABLY OVERWATCH!
Polish forces:
At set up:
4x M36 Bofors 37 mm AT gun See special rules.
3x Karabin ppanc. 7,92 mm wz.35 (Use PTRD 41 proxy + statcard
3x CKM wz.30 MG team (Use Vickers proxy a statcard)
2x Mors " Walrus" SMG (Use Bar gunner proxy + statcard)
5x Polish Mauser
3x Determined infantrymen
1x Spotter ( Use British proxy) See special rules
1x Polish officer (Use statcard of Romanian vigilant Lieutenant)
1x Headquarters
2x Armoured train ( Use Memoir '44 armoured train " tile" or a pawn or any other means to represent these). See special rules
Turn 5 Polish reinforcements: . These units enter on the Polish movement phase of turn 5 on the Eastern map edge between the two rivers. They may still move. However, the set up hex counts as one movement point spent!
6x Polish Cavalrymen
1x Polish cavalry officer (Use Cossack cavalrymen proxy + statcard) See special rules
4x TKS light tank (Use Italian L3/33 proxy + statcard) (It's the version outfitted with Machine guns, rather than the harder hitting version including in the Early War set!)
1x Polish Renault R-35 (Use French proxy + statcard)
1x 7 TPdw (Polish tank set 2)
1x wz. 34 samochod pancerny (Use BA-10M Russian proxy + statcard, but reduce its AV attack to 5/4/3!)
German forces at set up:
These units set up on the Western map edge (Remember, half hexes are in play!) between the two rivers.
2x sdkfz 222
2x BMW
1x sdkfz 251
1x Schutzen infantry (Use panzergrenadier proxy + statcard). See special rules
German turn 2 reinforcements:
(All or part of them may be held back until turn 3, but they must enter in the movement phase of turn 3 at the latest)
The actual approach to the Polish defensive positions -through open terrain- from the West was actually much longer than shown on the maps.To depict this, these turn 2 reinforcements may not move on the first turn they enter play (neither during the movement nor assault phases). However, they may attack normally.[/i]
3x Panzer I
2x Panzer II C
3x sdkfz 251
3x Shutzen infantry
2x Ammo dump. See special rules
2x 7.5 cm Lel G18
1x 81 mm mortar
2x Disciplined spotter
1x Light mortar
3x Opel Blitz truck
German turn 4 reinforcements:
These units set up on the Southern edge of the board. (All or part of them may be held back until turn 7, but they must enter in the movement phase of turn 7 at the latest)
They may not move on the first turn they enter play (neither during the movement nor assault phases). However, they may attack normally.
2x Stuka JuB See special rules
5x Panzer II C
4x Panzer I
1x Kuebelwagen
1x Wehrmacht Oberleutnant
2x MG 34 (Use sandbagged MG team proxy, but NOT its statcard) See special rules
5x Schutzen infantry
1x Opel Blitz
3x Sdkfz 251
1x Flammenwerfer
1x Light mortar
Special rules:
* Half hexes are in play for this scenario
* M36 Bofors 37 mm AT gun: This unit gains the superior camouflage SA (This unit cannot be attacked at medium and long range when in cover) as well as " entrenched": Until this unit moves it's got +1/+1 defense.
* The Polish spotter (only!) gains the superior camouflage SA.
* Armoured train:
The armoured train is considered to be moving along tracks one hex directly off board off the Eastern map edge. It may be attacked normally. Obviously it's a vehicle unit. Units (including aircraft) may only attack it from on board.
Defense: 5/5
AI: 8/8/7
AV: 9/8/7
Relocate 5.
SA: Indirect fire
SA: Multiple guns: After this unit attacks in your assault phase it may make an additional attack. It may not attack the same target twice, use Defensive fire against soldier units nor be put on Overwatch.
Cavalry officer: In addition to the statcard of the Cossack cavalrymen, this units gains the SA:
Sudden strike: Friendly cavalry units that start their move adjacent to this unit may move at speed 2 after attacking in your assault phase.
Samochod pancerny: Remember to reduce its AV stats to: 5/4/3
Schutzen: In addition to the panzergrenadier's statcard it receives the SA:
Protect the panzers!:When this unit is in the same hex as a friendly vehicle, the defense of this vehicle is raised by 1/1 against attacks from units with the close assault ability.
Panzer I:
Speed 4
Defense 2/2
AI: 7/7/6
AV: 3/2/2
SA: Double shot. This unit may make two attacks in your assault phase.
Ammo dump: The ammo dumps may enter play loaded onto a truck. However, once off-loaded they may no longer move.
Stuka:
Speed: A
Defense: 4/4
AI: 7/5
AV: 2/2
SA: Slow
SA: bombs: This unit may make 3 bombing runs using the following stats for those attacks:
AI: 9/7
AV: 8/6
SA: Sirens: After attacking a target in your air attack phase, roll a die for each enemy unit adjacent to the target. On a roll of 5 or 6 place a face-up disrupted counter on this unit. If the enemy unit is in cover a 6 is needed.
MG 34:
Speed 1
Defense 4/4
AI: 9/8/6
AV: 3/2/2
SA: double shot
Optional rules:
* Allow the Poles to set up 4 units as " hidden" . Write down their locations on piece of paper and/or place a hit-counter under a tile if it's in such a hex. If this optional rule is used for one or more of the AT guns they lose their superior camouflage SA. A hidden unit becomes revealed under the following conditions:
* When it fires.
* When it moves outside of cover.
* When an enemy unit enters its hex.
* For simplicity's sake, ignore the bombing runs SA of the Stuka and give it a standard AV attack of 8/6. This rule can also be used to further balance the scenario in favour of the Germans.
* Add an off-board fuel dump to the German forces. This unit cannot be attacked but German vehicles benefit from it from the start of the game! (Remember, the BMW is NOT a vehcile, so it doesn't get the road bonus either!)
* Replace the 2 German ammo dumps that are part of the turn 2 reinforcements by an off-board one (see above). The Germans will benefit from it from the start of turn 2.
* Add an additional Bofors 37 mm AT gun to the Polish forces at set up. This optional rule is meant to further balance the scenario in favour of the Poles.
* When using the expanded rules, Any two units per side may be put on Overwatch at any given time either against vehicles or soldier units.(However, vehicles without the "Overlapping fire SA" still can't make DF/ Overwatch attacks against soldiers!)
* Rather than only being allowed to put units into overwatch in a straight line, draw an imaginary line between the unit in overwatch and the furthest hex that can be targeted in a certain direction (range and LOS). A moving unit is eligible to be fired upon if it enters a hex this imaginary line touches. (unless LOS is blocked by terrain). Indicate in which direction overwatch applies!)
These last two rules are rules that have become standard in our own games.
I apologize in advance for my lack of technical skills which is why I cannot at this point provide a picture of the battlefield, which would have been much handier. Nevertheless I've done my utmost to be as clear as possible in explaining where the overlay tiles go. Perhaps someone could post this for me once they've set up the scenario for themselves? I'd appreciate it very much! (map's been posted; just scroll down this thread!)
^ North
15 ==> # SE corner
3 ==> # SE corner
4 ==> # NW corner
(When looking at the maps from South to North; Road running S to N)
You need the following overlay tiles (I've used tiles from memoir ' 44. Tide of Iron will also do, but I don't think that game comes with enough woods tiles for this scenario. Of course another option is to print them out from the wizards website, but I prefer the memoir '44 tiles):
9x village/town
29x woods
2x stream
Overlay tiles:
Map 4:
1. Place a town tile on either side of the road, 4 FULL hexes in from the South and one more directly to the left and right of these. This way you end up with 4 town hexes in a straight horizontal line interrupted only by a "clear" road hex.
2. Place a town tile on the hill hex closest to the road and another one in the clear hex directly to its right.
3. Place two woods tiles over the remaining two hill hexes on map 4.
Map 3:
4. Place a town tile on the woods hex to the South-west of where the road runs through the forest.
5.Place a town tile directly to the South-East of the woods hex bordering the road to the right.
6. Place a stream tile on the hexside of the clear hex directly to the SW.
7. Place another stream tile on the hexside between the woods hex and the clear hex to the SW of the town tile mentioned under "4" above.
8. Place a woods tile on the hex joining maps 4 and 3 to the North of the (original) hill hexes. Place two more woods tiles directly to the NE and NW.
9. Place a woods tile over the hill hex in the NE of map 3.
10. Place a woods tile to the East of the Northernmost lake hex.
11. Place 4 more woods tiles directly bordering the road on the left hand side.
12. Place 3 more directly to the left of these; starting from the South.
13. Place one more to the NE of these (bordering the road, two hexes SE of the lake hex on map 15) thus joining maps 3 and 15.
Maps 3 and 15:
14. Place two more woods tiles in the hexes directly to the right of the road here and yet another one directly to the North of these thus linking up with the pre-printed woods on map 15 ( E48A, E55A and E56A)
Map 15:
15. Place a town hex directly to the SE of the lake hex (E31A).
16. Place woods hexes in the following hexes: E5A, E6A, E14A, E21A, E28 A, E29A,E43A, E44A, E50A, E52A, E69A and E77A.
Additional set-up notes:
Poles set up first. They may set up in any cover providing terrain between the two rivers. The Germans automatically win the initiative on Turn 1. Half hexes are in play for this scenario.
Victory conditions and Game length:
The scenario lasts for ten turns.
The Germans score 5 VPs for each vehicle and 2 VP for each soldier class unit exited off the Eastern map edge between the rivers. Exiting costs one movement point when adjacent to the Eastern map edge. These units cannot return to play once exited off-board.
The Poles score 3 VPs for each German vehicle and 1 VP for each soldier unit destroyed.
Degrees of victory/ defeat (point difference):
1-10 token victory/ defeat
10-20 minor victory/ defeat
21-30 major victory/ defeat
30+ crushing victory/ defeat
IT IS HIGHLY RECOMMENDED TO USE THE EXPANDED RULES WHEN PLAYING THIS SCENARIO. THE POLES CAN SCORE A LOT OF POINTS BY DESTROYING GERMAN VEHICLES. HAVING ANTI-TANK GUNS (and/or ANTI-TANK RIFLES/ MACHINE GUNS when using our houserules overwatch rules! ==> See the optional rules section) IN OVERWATCH GRANTS A LOT OF POSSIBLE EXTRA SHOTS AND CERTAINLY KEEPS THE GERMANS FROM TRYING TO RACE OFF BOARD JUST LIKE THAT WITH NOTHING IN THE WAY TO STOP THEM. THE SCENARIO'S VICTORY CONDITIONS ARE BASED ON USING THE EXPANDED RULES, MOST NOTABLY OVERWATCH!
Polish forces:
At set up:
4x M36 Bofors 37 mm AT gun See special rules.
3x Karabin ppanc. 7,92 mm wz.35 (Use PTRD 41 proxy + statcard
3x CKM wz.30 MG team (Use Vickers proxy a statcard)
2x Mors " Walrus" SMG (Use Bar gunner proxy + statcard)
5x Polish Mauser
3x Determined infantrymen
1x Spotter ( Use British proxy) See special rules
1x Polish officer (Use statcard of Romanian vigilant Lieutenant)
1x Headquarters
2x Armoured train ( Use Memoir '44 armoured train " tile" or a pawn or any other means to represent these). See special rules
Turn 5 Polish reinforcements: . These units enter on the Polish movement phase of turn 5 on the Eastern map edge between the two rivers. They may still move. However, the set up hex counts as one movement point spent!
6x Polish Cavalrymen
1x Polish cavalry officer (Use Cossack cavalrymen proxy + statcard) See special rules
4x TKS light tank (Use Italian L3/33 proxy + statcard) (It's the version outfitted with Machine guns, rather than the harder hitting version including in the Early War set!)
1x Polish Renault R-35 (Use French proxy + statcard)
1x 7 TPdw (Polish tank set 2)
1x wz. 34 samochod pancerny (Use BA-10M Russian proxy + statcard, but reduce its AV attack to 5/4/3!)
German forces at set up:
These units set up on the Western map edge (Remember, half hexes are in play!) between the two rivers.
2x sdkfz 222
2x BMW
1x sdkfz 251
1x Schutzen infantry (Use panzergrenadier proxy + statcard). See special rules
German turn 2 reinforcements:
(All or part of them may be held back until turn 3, but they must enter in the movement phase of turn 3 at the latest)
The actual approach to the Polish defensive positions -through open terrain- from the West was actually much longer than shown on the maps.To depict this, these turn 2 reinforcements may not move on the first turn they enter play (neither during the movement nor assault phases). However, they may attack normally.[/i]
3x Panzer I
2x Panzer II C
3x sdkfz 251
3x Shutzen infantry
2x Ammo dump. See special rules
2x 7.5 cm Lel G18
1x 81 mm mortar
2x Disciplined spotter
1x Light mortar
3x Opel Blitz truck
German turn 4 reinforcements:
These units set up on the Southern edge of the board. (All or part of them may be held back until turn 7, but they must enter in the movement phase of turn 7 at the latest)
They may not move on the first turn they enter play (neither during the movement nor assault phases). However, they may attack normally.
2x Stuka JuB See special rules
5x Panzer II C
4x Panzer I
1x Kuebelwagen
1x Wehrmacht Oberleutnant
2x MG 34 (Use sandbagged MG team proxy, but NOT its statcard) See special rules
5x Schutzen infantry
1x Opel Blitz
3x Sdkfz 251
1x Flammenwerfer
1x Light mortar
Special rules:
* Half hexes are in play for this scenario
* M36 Bofors 37 mm AT gun: This unit gains the superior camouflage SA (This unit cannot be attacked at medium and long range when in cover) as well as " entrenched": Until this unit moves it's got +1/+1 defense.
* The Polish spotter (only!) gains the superior camouflage SA.
* Armoured train:
The armoured train is considered to be moving along tracks one hex directly off board off the Eastern map edge. It may be attacked normally. Obviously it's a vehicle unit. Units (including aircraft) may only attack it from on board.
Defense: 5/5
AI: 8/8/7
AV: 9/8/7
Relocate 5.
SA: Indirect fire
SA: Multiple guns: After this unit attacks in your assault phase it may make an additional attack. It may not attack the same target twice, use Defensive fire against soldier units nor be put on Overwatch.
Cavalry officer: In addition to the statcard of the Cossack cavalrymen, this units gains the SA:
Sudden strike: Friendly cavalry units that start their move adjacent to this unit may move at speed 2 after attacking in your assault phase.
Samochod pancerny: Remember to reduce its AV stats to: 5/4/3
Schutzen: In addition to the panzergrenadier's statcard it receives the SA:
Protect the panzers!:When this unit is in the same hex as a friendly vehicle, the defense of this vehicle is raised by 1/1 against attacks from units with the close assault ability.
Panzer I:
Speed 4
Defense 2/2
AI: 7/7/6
AV: 3/2/2
SA: Double shot. This unit may make two attacks in your assault phase.
Ammo dump: The ammo dumps may enter play loaded onto a truck. However, once off-loaded they may no longer move.
Stuka:
Speed: A
Defense: 4/4
AI: 7/5
AV: 2/2
SA: Slow
SA: bombs: This unit may make 3 bombing runs using the following stats for those attacks:
AI: 9/7
AV: 8/6
SA: Sirens: After attacking a target in your air attack phase, roll a die for each enemy unit adjacent to the target. On a roll of 5 or 6 place a face-up disrupted counter on this unit. If the enemy unit is in cover a 6 is needed.
MG 34:
Speed 1
Defense 4/4
AI: 9/8/6
AV: 3/2/2
SA: double shot
Optional rules:
* Allow the Poles to set up 4 units as " hidden" . Write down their locations on piece of paper and/or place a hit-counter under a tile if it's in such a hex. If this optional rule is used for one or more of the AT guns they lose their superior camouflage SA. A hidden unit becomes revealed under the following conditions:
* When it fires.
* When it moves outside of cover.
* When an enemy unit enters its hex.
* For simplicity's sake, ignore the bombing runs SA of the Stuka and give it a standard AV attack of 8/6. This rule can also be used to further balance the scenario in favour of the Germans.
* Add an off-board fuel dump to the German forces. This unit cannot be attacked but German vehicles benefit from it from the start of the game! (Remember, the BMW is NOT a vehcile, so it doesn't get the road bonus either!)
* Replace the 2 German ammo dumps that are part of the turn 2 reinforcements by an off-board one (see above). The Germans will benefit from it from the start of turn 2.
* Add an additional Bofors 37 mm AT gun to the Polish forces at set up. This optional rule is meant to further balance the scenario in favour of the Poles.
* When using the expanded rules, Any two units per side may be put on Overwatch at any given time either against vehicles or soldier units.(However, vehicles without the "Overlapping fire SA" still can't make DF/ Overwatch attacks against soldiers!)
* Rather than only being allowed to put units into overwatch in a straight line, draw an imaginary line between the unit in overwatch and the furthest hex that can be targeted in a certain direction (range and LOS). A moving unit is eligible to be fired upon if it enters a hex this imaginary line touches. (unless LOS is blocked by terrain). Indicate in which direction overwatch applies!)
These last two rules are rules that have become standard in our own games.