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Additional Scenarios

The following sixteen scenarios are based on GERMAN CZECHS.


the Kampf Panzer format. Thev cover the six int. two 37mmAT, nine entrenchment six Pz38, four inf (Fr.), two 25mmAT (Fr.l,
period of tactical armored warfare from counters. six trucks.
1918-1942. Certain units are called for in the
Deplov: entrenchment markers in hexes 0151, Deplov: Within 4 hexes of hex 1216
different scenarios that are not given in the
0251, 0352, 0452, 0553, 0653, 0353, 0253, and Panic Level: 2
Kampf Panzer game; they must be made. All
0154. All other German units deploy in any hex
information for new units not included are to Game Length: ten Game-Turns
with an entrenchment marker in it.
be found in the chart of Additional Units.
Panic Level: 1. Victory Conditions: To win, the Poles must
All three authors and one staff member are destroy at least four Czech units (trucks do not
Game-Length: seventeen Game-Turns. count for this victory condition). If not, the
responsible for the Following Kampf Panzer/
Desert War scenarios. Scenario authorship is Special Rules: All units without a Movement Czechs win.
indicated bv author's initials, thus: John Allowance are assigned a Movement Allow-
Fernandes UF); David C. tsbv (DC/); Charles ance of 1 for this scenario. The French tanks
C. Sharp (CCS); Jerrold Thomas t J'T). are considered "MX" type units and the KUEISUI, 3 November 1939
French Anti-tank guns "R" type units. German
The Sino-Japanese War was a largely
37mm AT units are considered "MX" units and
non-motorized one, but at least once, near
ST JULIAN, 20 June 1918 have their range extended to eight hexagons.
Kueisui, there was a chance for an armored
Many of the armor developments between the Tank units may end their movement on
clash between the Japanese 2nd Sendai
two World Wars were in response to tank entrenchment hexes if they wish. It does not
Mechanized Division and the Chinese 6th
operations in the last days of the first World affect their Defense Strength.
Independent Division. While details of the
War. The French made heavy use of armor Victory Conditions: The French player must action are unknown, the general situation is
during the attack of General Magin's Tenth occupy at least four German entrenched hexes depicted in this somewhat hypothetical
Army near Soissons on 18 June 1918. After the at the end of the game. If he does not do this, situation. - DCI
initial German defenses were breached, the the German player wins.
French used their tanks to break the less-well CHINESE
dug in German field fortifications behind their one 6-Ton I (Br.), one 6-Ton II (Br.), eight
Main Line of Resistance. On 20 June, the inf (RUI
French 4th Light Tank Battalion, supporting HYPOTHETICAL POLISH-CZECH BATTLE, Deploy: Between rows 0001 and 0019,
the 7th Infantry Regiment, captured the 1938 inclusive.
positions of the German units outside the One of the reasons the Czechs did not fight in Panic Level: 5
town, as the Germans lacked an effective 1938 was that Poland also threatened to attack
anti-tank defense. - DCI Czechoslovakia to occupy the disputed JAPANESE
province of Teschen. The Poles, as it was, one T97, two T94, six inf (Fr.). one 75mmH
FRENCH (Fr.), seven trucks.
gained the province without fighting as the
four FT17, nine inf, three 75mmH, two Germans carved up the Czech state. Yet the Deploy: Within four hexes of 2820.
25m mAT possibilities did exist for a battle. - DCI Panic Level: 2
Deplov: tanks, anti-tank guns, and infantry
POLES. Game Length: ten Game-Turns
deploy in hexes 1244, 1345, 1445, 1546, 1646,
1747, and 1341 or any hexes adjacent to them. five FT17 (Fr), five R35 (Fr.), two M6 (Br.), two
Victory Conditions: The Japanese win if there
Howitzers deploy in Town 1 or Town 2. inf (Br.l. two trucks.
are no undisrupted Chinese units within two
Panic Level: 3 for all tank units, 1 for all other Deplov: within 4 hexes of hex 0703 hexes of a road hex at the end of the game. If
units (roll the die twice each turn). Panic Level: 4 the Japanese do not do this, the Chinese win.
11

NOTE: Players should note that to play this hexes 2621 and 2622. If neither player fulfills Sf VENANT, 27 May 1940
situation it will be necessary to construct his victory condition, or if both do, the result As part of the British attempt to shorten their
additional units not provided in the Kampf- is a draw. lines on 25 May 1940, the 5th Dragoon Guards
Panzer game. (Innis killings) were acting as a covering force.
They were engaged by a kampfgruppe of the
8th Panzer division. The light tanks and
CRECY, 19 May 1940
SEDAN, 14 May 1940 supporting infantry of the Dragoon Guards
As an effort to stem the German advance, would have been overrun by the Germans had
The Meuse River, the last obstacle between elements of 4th French Armored Division
the advancing German Army and the industrial not the 1st Royal Irish Fusiliers and "A"
began to counterattack on the roads leading battery, 65th Anti-tank Regiment, R.A. come
centers of northern France, was crossed by the from Crecy on 19 May 1940. They were
vanguard of the 1st Panzer Division on 13 May to reinforce the defense. The two Irish
attacked by elements of the German 10th regiments, aided by artillery fire, were able to
1940. On the 14th, the French staged a series Panzer, which was advancing against the
of counterattacks against the German bridge- beat off the German attack. - DCI
Allied forces retiring towards Dunkirk. The
head. One such attack was made by the 4th Germans were able to advance against the BRITISH:
Independent Tank Battalion along with some French before the latter was in position, and (a) four M6, one A13, six inf, six APC
infantry of the 205th Division. These units then proceeded to mop up the scattered and (b) nine French int. one 2Lbr AT, one truck.
faced the dug-in 1st Battalion, 1st Panzer- confused French. This action, and many
grenadier Regiment. The initial French attack
Deploy: (a) within 5 hexes of 1739
similar to it, proved the fallacy of the French (b) enters map on turns 1 and 2 via hex 0217.
was uncoordinated and piecemeal, but was ideas of using armor. -DCI Stacking does not apply to initial entrance.
making some headway until the tanks of the
2nd Panzer Regiment arrived. The Germans FRENCH Panic Level: 3 for all tank units; 2 for all others
repulsed the French, leaving the way open for two B 1, two S35, five R35, five H39, nine inf, (roll the die twice each turn).
their drive across Northern France. - DCI two 25mm AT, two 75mmH, six trucks GERMAN.'
FRENCH Deploy: Set up with 4 hexes of 4914. Move three Pz38(Cz), five Pzll, two inf, two 37mm
first, deploy second. AT, two trucks, two APC
four R35, nine inf, three trucks.
Panic Level: 3 Deploy: within four hexes of 3044
Deploy: Within two hexes of hex 2124.
Panic Level: 4 GERMANS. Panic Level: 1
two Pzl, four Pzll, five Pzlll, 2 PzIV, six inf, Game length: fifteen Game-Turns
GERMAN:
three 37mm AT, six APC
(a) four inf, one 37mmAT Victory Conditions: The Germans must exit at
(b) two Pzll, two Pzlll, one PzIV, two inf, two
Deploy: Two Pzl in Town 1. All other units
least four units between hexes 0123 and 0130,
within 4 hexes of 2127.
37mmAT, two APC, two trucks inclusive, by the end of the game and destroy
Panic Level: 1 at least five British units. If they do not do this,
Deploy: (a) Entrenched within two hexes of
hex 2930. Game Length: ten Game-Turns the British win.
(b) Enters mapsheet through hex 3950 on
Victory Conditions: Destroy more units than
Game-Turn three.
the enemy player. A 1:1 plus ratio is a marginal
Panic Level: 1 victory; a 2:1 plus ratio is a substantive victory;
DEFENSE OF BLAGNY, 5 June 1940
Game Length: twelve Game-Turns and a 4:1 plus ratio is a decisive victory.
The British 51st Highland Division had been
Victory Conditions: The French must have a attached to the French Army as a public
unit on hex 2932 at the end of the game. If they relations move. Unfortunately, this led to this
LA BASSEE CANAL, 24 May 1940
do not have a unit on this hex, the German fine unit being cut off from Dunkirk. Most of
player wins. As the British Expeditionary Force withdrew
the division was captured at Ste. Valery-sur-
from Belgium towards Dunkirk, they held a line
Caux, but three battalions escaped, thanks
along the Bassee Canal. On 24 May, units from
largely to the efforts of the 7th battalion, Argyll
the 33rd Panzer Regiment, 9th Panzer Division,
and Sutherland Highlanders. Together with
MONS, 16 May 1940 attempted to cross a tributary of the canal and
the remnants of the Fife and Forfar Yeomanry,
One of the French units that advanced into probe British positions. The crossing was
they held off the vanguard of the 8th Panzer
Belgium to meet the advancing Germans was defended, however, by the 4th Border
Division at Blagny on 5 June 1940. The
the 4th DLM (Light Mechanized Division). Regiment reinforced by anti-tank guns. The
Germans proved unable to penetrate the
German air attacks and French lack of control Germans tried to find a weak spot in British
British defense, until parallel columns were
soon dispersed the division. Near Mons on 16 defenses, but failing that, they took the bull by
called back to surround the town. After an epic
May 1940, a demi-brigade of the division the horns and charged into the anti-tank guns,
defense, the Highlanders attempted a break-
blundered into the German armor of the 31st which destroyed the lightly armored German
out, and most were captured. But they had
Panzer Regiment, 5th Panzer Division. The vehicles. After suffering heavy casualties, the
gained the necessary time for their comrades
French, however, were defeated by the Germans withdrew and the British line
to evacuate. - DCI
Germans, who used their fast-moving tanks to remained intact. - DCI
get around the flanks of the more heavily
BRITISH
BRITISH:
armored French vehicles. Unable to gain the six inf, three French inf, one 2Lbr, two French
six inf, one 2Lbr AT, four French 25mmAT, six
upper hand, the French withdrew in position. 25mm, two M-6, two trucks
APC, five trucks, one M6.
-DCI Deploy: The area between rows 1600 and
FRENCH Deploy: Within 10 hexes of 3436.
3200, inclusive.
eight H-39, five S-35 Panic Level: 2
Panic Level: 2
Deploy' Within 3 hexes of hex 1520. GERMAN. GERMAN.'
Panic Level: 4 six Pzll, two Pzl, two Pzlll, two inf, two APC.
six Pz38(Cz)' two Pzl, one Pzll, six inf, six APC
GERMAN: Deploy: Within three hexes of 1033 Deploy: Enters the map turn 1 between hexes
two PzlI, five Pzlll, two inf, two 37mm AT, two Panic Level: 1 0016 and 0154 inclusive.
APC, two trucks Game Length: eleven Game-Turns Panic Level: 1
Deploy. Within 3 hexes of hex 2925 Victory Conditions: The German player must Game Length: twelve Game-Turns
Panic Level: 1 exit at least five of its units off the map
Victory Conditions: At the end of the game,
Game Length: ten Game-Turns between hexes 3933 and 3940, inclusive, on or
the German player must have the road from
before Game- Turn 11. If the German player
Victory Conditions: The Germans must destroy 0217 to 3653 clear of British units. For the
does not do this, the British player has won.
at least six French units and occupy three of German to do this, there must be no
the following hexes in order to win: 1513, 1612, Special Rules: In this scenario, give all French undisrupted British unit within three hexes of
25mmAT guns a Range Allowance of 10 hexes. any hex of this road.
1712, 1811, 2010, 2110. The French must
destroy at least five German units and occupy
12
KAIROUSE CROSSROADS, 2 June 1941 Australians, however, found that infantry of Soviet 34th Cavalry Division with the 91st
When the British were forced to invade Vichy the Imperial Guards division had infiltrated Border Detachment near the Soviet-Polish
Syria to secure the northern flank of the behind their position, forcing them to abandon border in the afternoon of 22 June 1941. This
Middle Eastern theater, most of the meager the guns and fight their way out on foot. counterattack ran head-on into elements of the
force of French armor in southern Syria -DCI German Sixth Army and First Panzer Group.
gathered at Kairouse Crossroads. They were AUSTRALIANS: -CCS
attacked by the Australian Light Horse in light (A) one 2Lbr AT, one truck SOVIETS.
tanks, the 2/13th Battalion, A.I.F., of infantry, (b) three British inf three inf, twelve cavalry, six BT7, two 75mmH
supported by British Matilda tanks. The French (c) three British inf (Frl. five trucks
resisted at first, but as the Australians
advanced, they began to surrender and the Deploy: (a) on hex 3009, entrenched Deploy: cavalry and infantry deploy within two
crossroads was soon in Australian hands. Due (b) within one hex of 3509 hexes of hex 0722. Tanks and artillery deploy
to lack of detail, the French OB is a matter of (c) within one hex of hex 2708 within two hexes of 2126.
conjecture. - DCI Panic Level: 4 Panic Level: 3
AUSTRALIANS: JAPANESE: GERMANS:
(a) four M-6, one inf, one APC (a) three T97 six inf, two 37mm, one 105mmH, three PzIV,
(b) one A12, five inf, one 2Lbr, five APC, (b) three ·inf (Fr) three Pzlll, two Pzll, five trucks, four APC
one truck (c) three inf (Fr) Deploy: within six hexes of 1910
Deploy: (a) within 3 hexes of 3921 Deploy: (a) on hexes 2818, 2820, and 2721 Panic Level: 1
(b) within 3 hexes of 2532 (b)· adjacent to hex 2108
(c) adjacent to hex 3516 Game Length: ten Game-Turns
Panic Level: 2
Panic Level: 1 Victory Conditions: The Soviets must exit at
VICHY FRENCH'
Game Length: eleven Game-Turns least twelve units off the map between hexes
five inf, two FT17, one R35 0101 and 3901. The Germans must destroy at
Deploy: within 2 hexes of 2620 Victory Conditions: To win, the Japanese must least thirteen Soviet units. Any other result
Panic Level: 5 destroy at least five Australian units and have is a draw.
an infantry unit adjacent to hex 3001 at the
Game Length: seven Game-Turns end of the game. Special Rules: The Germans have three dive
bombing attacks which they may plot on the
Victory Conditions: The Australians must Special Rules: Consider all hexes, with the third turn or any Game-Turn thereafter. On the
occupy hex 2620 at the end of the .game exception of road hexes, to be forest hexes. Game-Turn after the dive bombings are
without losing more than five units. Tanks may not enter forest hexes. Road hexes plotted, the Germans have two strafing attacks
are unchanged. on each of the next two Game-Turns.

MINSK HIGHWA Y, 28 June 1941


BELGlUM, 1940
As a kampfgruppe of the 29th Motorized LUZON, 2 January 1942
This scenario is based on actions which took
Division advanced up the road to Minsk, it This scenario is based on the occupation of the
found its way barred by a phalanx of Russian place when French and Belgian cavalry tried to
delay the German panzer drive through the Calumpit bridges, on Luzon Island in the
armor, namely the 67th Tank Brigade. The Philippines, by the Japanese 7th Tank
Germans went into action, deployed quickly, Ardennes. The French Light Cavalry Divisions
had one motorized brigade and one horse Regiment. - CCS
and destroyed most of the Russian tanks with
brigade "combined." In practice, they were JAPANESE:
their coordinated tank and infantry attacks.
rarely able to combine effectively. - CCS eight T97
The Russian armor, although outnumbering
the Germans, was not as tactically skillful and FRENCH: Deploy: enter between hexes 0154 and 0127
lacked much supporting infantry. This was eight cavalry, two 25mm (Fr). one 75mmH (Fr), Panic Level: 1
typical of many Russian defeats in the early three H39, two S35, three inf, three trucks,
days of the war. - DCI FILIPINO-UNITED STA TES:
three APC
six inf (Fr}. one 37mm (Ger), three PzlIlD
GERMAN: Deploy: In the corner of the map around Town
2 below the river. Up to two units may be Deploy: infantry and artillery within two hexes
four Pzlll, three PzIV, one Pzll, three inf, one
deployed in Town 1. Infantry and artillery may of 1740. Tanks enter between hexes 3954 and
37mm AT, three APC, one truck
be entrenched at the start. 3949 on Game-Turn four.
Deploy: In town 1.
Panic Level: 3 Panic Level: 3
Panic Level: 1
GERMANS: Game Length: ten Game-Turns
RUSSIAN.
two SkFz 221, six inf, two PzIV, two Pzlll, Victory Conditions: The US-Filipino Player
twelve BT7, one inf, one truck
three Pzll, two 81mm mortars, four trucks, must get at least three infantry units to Town 2
Deploy: within four hexes of hex 2525. No four APC by the end of the game. The Japanese must
stacking for initial set-up. have hex 2341 covered by "opportunity fire"
Deploy: Enter on road at hex 0127 in column
Panic Level: 5 from at least four tanks on Game-Turn ten.
Panic Level: 1
Game Length: seven Game-Turns Any other result is a draw.
Game Length: fifteen Game-Turns
Victory Conditions: Germans must destroy at Special Rules: The PzlllD represents early US
Victory Conditions: The German must exit ten M3 light tanks.
least eight Russian units while losing less than
units off the map within four hexes of 3653 or
five of their own units. If they do not do this,
3950. The French must prevent this to win.
the Russians win.
Trucks and APC do not count for units exited.
Special Rules: The river is unfordable between RUSSIA, 1918-1919
2354 and 2442. The Germans may plot two This represents the sort of wide-open combat
PRABANG SUONG, 9 January 1942 level bombing attacks on the fourth Game- actions which were typical of the Russian Civil
One of the most surprising aspects of the Turn or any thereafter. After each level War - the only great maneuver war of the
disastrous Malayan campaign was the effec- bombing attack, the Germans may plot one early twentieth century. Both sides made
tive use of Japanese tanks in the jungle terrain strafing attack per Game-Turn for two turn~; extensive use of cavalry, often combined. with
where much of the fighting took place. Near what home-made armored cars were available.
Prabang Suong, however, the Japanese tanks The armored train was frequently the only
ran into units of the 8th Australian Division. source of heavy firepower, given the state of
Most of the Japanese tanks were destroyed as UKRAINE, 22 June 1941 the roads at the time. The train was also
they tried to rush the Australian anti-tank guns This scenario is based on a counterattack frequently the source of command, supply,
dug in along the sides of the road. The attempted by the 53rd Cavalry Regiment of the reserves and moral support.
13
Note: If you prefer, for ideological purposes, Dec. '41 1st Otr. '42 SPECIAL RULE: All Russian infantry units may
you can always call the attacking force the 2 pz III G 4 pz III J be transported by tanks (see Kampf Panzer,
Whites and the defender the Reds, since there 2 pz III J 2 Pz IV F 14.5). All Russian H is plotted and executed on
was, in fact, very little difference in the tactics 5 Infantry 4 Infantry the first Game-Turn. This reflects the
employed by the two sides. - CCS pre-offensive barrage. A roll of 1, 3, or 5 will
5APC 7 APC
REDS. scatter the H one hex while a 2, 4, or 6 will
450mmAT 3 50mm AT
scatter it two hexes.
nine cavalry, one Rolls Royce AC, one PzlVE 1 88mm AT 1 88mm AT
Deploy: along the edge of the map between 3 105mm hwtzr. 3 105mm hwtzr. DEFENSE FORCES
hexes'Ol54 and 2253 3 Trucks
1941 1942
Panic Level: 2
12 Infantry 12 Infantry
WHITES: 2ndOtr. '42 3rd ou. '42
445mm AT 2 45mm AT
5 pz III J 5 pz III J
six inf (Bus). one inf (Ger), one 75mmH (Fr), 3 Off map H 4 76mm AT
four entrenchments
2 Pz IV F 2 Pz IV F Reinforcements: 4 Off map H
4 Infantry 4 Infantry
Deploy: within five hexes of 1839 Game-Turn 4 Reinforcements:
4 Trucks 4 Trucks
Panic Level: 4 2 T-35 4 T-34A
450mmAT 4 50mm AT
4 BT-7 2 KV-1A
Game Length: twelve Game-Turns 2 75mm AT 2 75mm AT
Victory Conditions: The Reds must occupy all 3105mm hwtzr. 3 Wespe
1943
hexes of Town 1 at the end of Game-Turn 3 APC
12 Infantry
twelve.
2 45mm AT
4th Otr. '42 early '43
Special Rules: The PzlVE represents an 4 76mm AT
armored train. It can only move on the road 4 pz III J 2 pz III J
4 Off map H
0954-1740-1839-3550-3950, which represents 2 Pz IV F 2 pz IV H
Reinforcements:
the railroad. It has a Movement Allowance of 2 Stuglll A 2 Stuglll F
6 T-34C
20. All other roads are ignored. Any hex of the 5 Infantry 5 Infantry
railroad may be attacked by H-Fire. The R R is 5APC 5 APC
considered a stationary target. A result of 03 RECON FORCES
375mmAT 3 75mm AT
on a RR hex makes that hex impassable for 4 Ba-32
3 Wespe 2 Wespe
train traffic for the remainder of the scenario. 2 Ba-64
The German infantry unit represents a heavy 4 T-70
mid '43 late '43
machine-gun battery. It has a Defense
Strength of two, rather than the printed factor. 5 Pz IV H 3 Infantry
AVAILABLE FORCES, NORTH AFRICA
Otherwise, all factors for this and the PzlVE 2 pz V 3 APC
unit are as printed. 2 pz VI A 2 Marder III ALLIED
2 Stuglll F 2 Wespe All Allied forces have a Morale rating for
The Reds may plot one strafing attack per
Panic of 2.
Game-Turn for three consecutive turns
starting any turn after Game-Turn two. RECON FORCES
12 Daimler Mk I
DEFENSE FORCES
6 Stuart
late '41 1942
SCENARIOS 4 Infantry
10 Infantry 10 Infantry
These scenarios follow the same format as 4 APC
those found in Desert War. One selects a 450mmAT 5 Trucks
ATTACK FORCES
situation and then decides what force will be 3 105mm hwtzr. 4 75mm AT
Infantry Assault Forces may be built by
the Defender and what force will be the 3 Off map H 3 Stuglll A substituting, in the Infantry Defense, infantry
Attacker. The map to be used for the Africa 3 105mm hwtzr. support tanks (Matilda, Valentine, or Churchill)
scenarios should be the Desert War map and 4 Off map H instead of AT guns.
those scenarios that occur in Russia should
use the Kampf Panzer map or one of the 1943 SITUA TlON NR. 5: Convoy Raid
players' own design.
10 Infantry
ROLES: Variable; either may be the .attacker.
AVAILABLE FORCES, RUSSIA 5 Trucks
FORCES: German: Recon Force, as Attacker
GERMAN 4 75mm AT
and add 20 Trucks as Defender; Allied: Same
All German forces have a Morale rating, for 2 88mm AT as the German except use Allied Recon Forces.
Panic, of 1. 3 Stuglll F
INITIAL DISPOSITION: Deploy positions
ATTACK FORCES 4 105mm hwtzr. secretly and not less than five hexes from map
June '41 July '41 4 Off map H edge. Defender enters map from X or Z and
2 Pz II 3 Pz III 0 must exit Trucks off the opposite edge
RECON FORCE of the map.
3 pz III 0 2 pz III G
8 SdKz 232 REINFORCEMENTS: None
2 pz IV E 2 Pz IV E
3 Infantry GAME LENGTH: sixteen Game-Turns
4 Infantry 3 Infantry
3 APC VICTORY CONDITIONS: Trucks destroyed or
4APC 3 APC unable to exit map (for attacker) versus
337mm AT 3 37mm AT 2 pz II F (special speed: 15)
number of Trucks exited (for defender). Larger
250mm AT 2 50mm AT number wins.
2 105mfn hwtzr. 2 105mm hwtzr. RUSSIAN
SPECIAL RULE: Trucks have panic level of 5
All Russian infantry have a Panic of 3, while
2 Trucks 2 Trucks and always panic full Movement Point
tank and other mobile units other than mobile
Allowance. On the first Game-Turn, convoy
Sept. '41 Nov. '41 infantry have a Panic of 5, in 1941. Every year
enters map at half speed. -JF
5 Pz III G 3 Pz III G Panic drops one level.
2 Pz IV E 2 pz III J A TTACK FORCES SITUA TlON NR. 6: Kursk
4 Infantry 4 Infantry 1941 1942 1943 ROLES: Germans are the Attackers, and the
4APC 4 APC 20 BT-7 15 T-34A 18 T-34C Russians are the Defenders.
350mm AT 3 50mm AT 4 T-34A 4 KV-1A 4 KV-1C FORCES'
237mm AT 2 88mm AT 2 KV - 1a 4 T -70 2 SU-152 German: Two Assault Forces of summer 1943.
2 105mm hwtzr. 3 105mm hwtzr. 12 Off map H 41nfantry 4 Infantry Russian: Two Defense Forces with Assault
2 Trucks 3 Trucks (Dee only) 12 Off map H 18 Off map H Force as reinforcements, of 1943.
14

INITIAL DISPOSITION: Russian Defender ADDITIONAL UNITS FOR 45mm AT 6 A 15 4 o


KAMPFPANZER AND DESERT WAR
must entrench both Forces. The German
Attack enters the map from the west edge.
so 76mm AT 6 M 15 4 o
REINFORCEMENTS. On Game-Turn 6, a -I
::0
<
CD 122mm Gun H 50 2 o
Cll 3
Russian Assault Force enters on the east edge
AS
-<
-g cE CD SU-152 H 25 10 8
of the map. FRENCH CD DS 2. Cavalry 4 R 4 2 4
GAME LENGTH: Indefinite H35 2 A 8 3 8 POLISH
VICTORY CONDITIONS: Destroy all opposing AMR35 2 A 5 1 15 TKS 2 R 5 1 11
units. AMC 2 A 5 4 12 7TP 2 A 8 2 8
SPECIAL RULES: No transport for the
D2 4 A 10 4 7 7TPbis 2 A 8 4 8
Russian player. The map to be used should
consist of at least 1 town of twelve to fifteen FCM 36 2 A 8 4 7 TK3 2 R 5 1 12
hexes in total area and a large hill covering an Panhard AC 2 A 5 2 22 TK3a 2 A 5 1 12
area of twenty hexes. Upon that hill should be Cavalry 4 R 4 2 4 Wz34AC 2 R 5 1 19
one or more smaller hills. This is a five player
scenario. Each player should command his GERMAN
Wz34a AC 2 A 5 1 19
own Force. The German players may speak JzpzI 5 A 10 1 10 (dl = These units may only be used in
freely between Game-Turns but not during
SdKz 221 AC 3 R 5 1 18 Desert War.
plotting phase. The Russian players can only
communicate through a written message. SdKz 222 AC 2 A 5 1 19
RULES FOR ADDITIONAL UNITS
-JF SdKz 232 AC 2 A 5 1 15
CAVALRY
Pz35(tl 3 A 5 2 11
Cavalry moves exactly as infantry for terrain
SITUA TlON NR. 7: Infantry Defense PzIVH 10 M 24 7 10 effects.
ROLES: Russians are the Defenders and the PzV 12 M 24 11 12 Cavalry may "charge" up to eight hexes, in a
Germans are the Attackers. straight line, or as nearly as the geometry of
Stuglll A 5 M 10 8 10
FORCES. the map will permit, over clear terrain only.
Stuglll F 9 M 20 8 10 Such a charge must end with the overrun of a
Attacker: Attack Force
Defender: Defense Force Wespe H 100 1 10 soft target urutts).
INITIAL DISPOSITION: Using the Kampf- M'cycle inf 6 R 10 6 20 In an overrun, a cavalry unit is doubled.
Panzer map, the German player sets up from In an overrun at the end of a charge a cavalry
81mm mtr H 20 3 1
the Y edge to hexes 0110-3910. In June '41, the unit is tripled.
Russian player sets up within 10 hexes of that 105mm hwtzr H 100 1 0
At the end of the Game-Turn in which a charge
line. In August '41, the Russians deploy within AMERICAN and overrun has taken place, all cavalry units
10 hexes of row 0130-3930; September '41. M8AC 5 M 10 2 18 which have charged and overrun are auto-
REINFORCEMENTS: On Game-Turn 5, Rus- matically Dl. This is in addition to any other
M20 5 R 5 2 18
sian reinforcements enter from map edge W, effects suffered during the Game-Turn by that
X, or Z. Use, instead of 2 T -35, 4 Valentines M3-105 H 50 3 15 cavalry unit. This Dl effect does not take place
(Iend-Ieasel and add 4 infantry. ITALIAN unless the charge and overrun is carried out.
GAME LENGTH: sixteen Game-Turns M3/35tkt 4 R 5 1 8 81mm mortars
VICTORY CONDITIONS: There are two Sem75/18 5 M 10 2 8 When the die is rolled for the H results table for
conditions for victory. The Attacker must get the 81 mm mortars, add one to the die roll
four or more units into Town 1. A clear road JAPANESE result in all cases. A result of seven on the die
from side Y to any other map edge must be T-94 2 R 5 1 11 is treated as six.
free of enemy ZOC. If these conditions are not T-89B 4 A 8 2 7
met then the Defender wins. For a draw the Other than the above, 81 mm mortars are
Attacker can sever all roads leading into or BRITISH treated just as any other artillery in Kampf-
from Town 1. A9 5 A 10 1 12 Panzer.

SPECIAL RULES. The Russian Player has no H Rolls Royce AC 5 R 5 1 20 105mm howitzer
Fire. 4 75mm howitzers are added to the When the die is rolled for the H results table for
Daimler Mk I (dl 4 A 10 1 25
Defender. Russian Infantry may "fire" at the 105mm howitzer, subtract one from the die
adjacent hard targets using its regular Morris AC 5 R 5 1 23 result for all cases. A result of zero is treated as
(undoubledl Attack Strength. This simulates AEC Mk I (d) 4 A 10 2 21 one. Other than the above, 105mm howitzers
the use of 14.5mm A Trifles. - JT are treated just as any other artillery in
Humber Mk I (dl 5 R 5 1 22
Kampf Panzer.
Mk IV Female 15 R 5 1 2 -CCS
SITUA TlON NR. 8: Meeting Engagement Mk IV Male 6 M 10 1 2
ROLES: Variable; either player may be the
Whippet 7 R 5 1 4
Attacker.
Vickers6-Ton I 5 R 5 1 10
FORCES.
Russian: Attack Force Vickers6-Ton 113M 9 1 10
German: Attack Force
INITIAL DISPOSITION: One player enters the RUSSIAN
map on a road from size Z, the other enters on 6 A 15 1 8
T-26
road from side X. The first Game-Turn has all
movement being plotted on the road. All T-28C 5 M 10 5 10
movement is at half Movement Allowance. T-34A 6 M 15 5 15
After Game-Turn 1, panic occurs and all units 6 A 15 9 9
KV-l
are free to leave the road.
T-60A 1 A 5 3 12
REINFORCEMENTS: none
T-40A 2 A 5 1 13
GAME LENGTH: sixteen Game-Turns
VICTORY CONDITIONS: The Attacker must T-70 6 A 15 4 16
exit. nine units off the edge of the map within T-40 3 R 5 1 13
fifteen hexes from where the Defender 6 A 15 1 18
Ba-32 AC
ente.red. If the Defender keeps five units in
Town 1 and 2 it is a draw. The Defender wins if Ba-64 AC 5 R 5 1 18
nine units are not exited. - JT T-37 amph tk 3 R 5 1 14

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