2
MAP TERRAIN Open Terrain +0 AP +0 AP bonus per +0 AP bonus per 0 NO Vehicles receives 1 bonus hex of open movement per wheel symbol on the counter. Road +0 AP +0 AP bonus per +1 bonus hex +0 AP bonus per 0 NO Vehicles receive a 1 bonus hex of road movement per wheel symbol on the counter. Wheeled vehicles receive another 1 bonus hex of road movement, if they move from road to road hex. Marsh (Soviet) +1 AP NA +3! AP +1 DM NO Tracked vehicles check for immobilization. 2D6 > 6 = OK Marsh (German) +2 AP NA +3! AP +1 DM NO Tracked vehicles check for immobilization. 2D6 > 6 = OK Water +3 APs NA NA -2 DM NO Bridges cancel water movement costs, restrictions & -2DM. Foot Movement Wheeled Movement Tracked Movement Terrain DR Modifiers Blocks LOS Comments Firefight 6 - Swamps of Bryansk (Page 1) July, 1941 Personal Journal. ..Marsh everywhere and Bolsheviks seem to pop up from nowhere. The roads are muddy, the open fields are muddy, and water everywhere. What good roads there are, we must control, so that our Panzers can move forward quickly. Corporal Hans Rastlingen General Situation: Early in the campaign, the Germans relied on speed, surprise, and superior tactics to overwhelm or bypass Soviet defenders. Occasionally though, the Germans were forced to fight the Soviets at their own game: positional defense. In this case, the Germans must force a Soviet defense of a critical bridge. Players: 2 CAP Allocation per Turn: German - 12 CAPs Soviet - 7 CAPs Action Cards: Shuffle all green cards and count out 12. 3 of these green cards form the bottom of the stack. Next mix 3 more green cards with a yellow firefight event card and place on top of the first 3 green cards. Then add the remaining 6 green cards to the top of the stack. Each player receives 2 cards on turn 1 and 1 each turn thereafter. Special Rules: German mortars, infantry guns and tanks may all fire smoke. Soviet foot movement in marsh hexes is modified by only +1AP, not +2APs. Map Setup: Maps 1 and 6. Place control counters, Soviet side up, on hexes 6-J09, 6-I10, and 6-I11. Place a bunker facing in any direction, on hex 6-J13. German Forces: One Augmented Infantry Company 1 11 Wagon 4x Rifles 3x LMG 34 2x PZIVd 2x 5cm Mortar 1x Inf Gun 1x Wagon 1x Truck 5 3 1 2 12 11 Rifles Squad 1-1 10 2 1 4 12 10 LMG 34 Squad 1-1 1 - 25 4 4 5 14 10 Infantry Gun 7.5cm 8 3 1 5 16 13 Infantry Tank PzIVd 75L24 2-10 3 2 2 13 10 5cm Mortar Unit 1 Setup Turn 1: Setup after Soviets on or west of column 5 on board 1. Orders: Take and hold the bridge hex 5-J10 and hexes 5-J09 & 5-I11. Victory Points: 1VP - Immediately score each Soviet unit eliminated. 2VPs - Immediately score for destroying or controlling the bunker. 2VPs - Immediately score for destroying the Soviet mortar. 1VP - For each hex 6-J09 and 6-I11 controlled when the event card is drawn and at game end. (The event card will be drawn at the beginning of either turn 3 or 4.) 2VPs - Control bridge hex 6-I10 when the event card is drawn and at game end. 0 3 1 1 11 Truck

Firefight 6 - Swamps of Bryansk...N M r 7 Control Marker Control Marker Control Marker Soviet Forces: One Augmented Rifle Platoon Hasty Defense +1 DM5 12 15 Wire +1D6 15 Land Mine!

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Page 1: Firefight 6 - Swamps of Bryansk...N M r 7 Control Marker Control Marker Control Marker Soviet Forces: One Augmented Rifle Platoon Hasty Defense +1 DM5 12 15 Wire +1D6 15 Land Mine!

MAP TERRAIN

Open Terrain +0 AP +0 APbonus per

+0 AP bonus per 0 NO Vehicles receives 1 bonus hex of open movement

per wheel symbol on the counter.

Road +0 AP+0 AP

bonus per +1 bonus hex

+0 AP bonus per 0 NO

Vehicles receive a 1 bonus hex of road movement per wheel symbol on the counter. Wheeled vehicles receive another 1 bonus

hex of road movement, if they move from road to road hex.

Marsh (Soviet) +1 AP NA +3! AP +1 DM NO Tracked vehicles check for immobilization. 2D6 > 6 = OK

Marsh (German) +2 AP NA +3! AP +1 DM NO Tracked vehicles check for immobilization. 2D6 > 6 = OK

Water +3 APs NA NA -2 DM NO Bridges cancel water movement costs, restrictions & -2DM.

Foot Movement

Wheeled Movement

Tracked Movement

Terrain DR Modifiers

BlocksLOS Comments

Firefight 6 - Swamps of Bryansk (Page 1)

July, 1941 Personal Journal. ..Marsh everywhere and Bolsheviks seem to pop up from nowhere. The roads are muddy, the open fields are muddy, and water everywhere. What good roads there are, we must control, so that our Panzers can move forward quickly. Corporal Hans Rastlingen

General Situation: Early in the campaign, the Germans relied on speed, surprise, and superior tactics to overwhelm or bypass Soviet defenders. Occasionally though, the Germans were forced to fight the Soviets at their own game: positional defense. In this case, the Germans must force a Soviet defense of a critical bridge.

Players: 2 CAP Allocation per Turn: German - 12 CAPs Soviet - 7 CAPs

Action Cards: Shuffle all green cards and count out 12. 3 of these green cards form the bottom of the stack. Next mix 3 more green cards with a yellow firefight event card and place on top of the first 3 green cards. Then add the remaining 6 green cards to the top of the stack. Each player receives 2 cards on turn 1 and 1 each turn thereafter.

Special Rules: German mortars, infantry guns and tanks may all fire smoke. Soviet foot movement in marsh hexes is modified by only +1AP, not +2APs.

Map Setup: Maps 1 and 6. Place control counters, Soviet side up, on hexes 6-J09, 6-I10, and 6-I11. Place a bunker facing in any direction, on hex 6-J13.

German Forces: One Augmented Infantry Company

1

11

Wagon

4x Rifles 3x LMG 34 2x PZIVd 2x 5cm Mortar 1x Inf Gun 1x Wagon 1x Truck

5

3 1

2 1211

RiflesSquad 1-1

10

2 1

4 1210

LMG 34Squad 1-1

1-25

4 4

5 1410

Infantry Gun7.5cm

8

3 1

5 1613

Infantry TankPzIVd 75L24

2-10

3 2

2 1310

5cm MortarUnit 1

Setup Turn 1: Setup after Soviets on or west of column 5 on board 1.

Orders: Take and hold the bridge hex 5-J10 and hexes 5-J09 & 5-I11.

Victory Points: 1VP - Immediately score each Soviet unit eliminated.2VPs - Immediately score for destroying or controlling the bunker.2VPs - Immediately score for destroying the Soviet mortar.1VP - For each hex 6-J09 and 6-I11 controlled when the event card is drawn and at game end. (The event card will be drawn at the beginning of either turn 3 or 4.)2VPs - Control bridge hex 6-I10 when the event card is drawn and at game end.

0

3 1

1 11

Truck

Page 2: Firefight 6 - Swamps of Bryansk...N M r 7 Control Marker Control Marker Control Marker Soviet Forces: One Augmented Rifle Platoon Hasty Defense +1 DM5 12 15 Wire +1D6 15 Land Mine!

N

+5DM

Bunk

er

17

Control

Marker

Control

Marker

Control

Marker

Soviet Forces: One Augmented Rifle Platoon

Hasty Defense

+1 DM 15

Wire +1D6

15

Land Mine!

158 6x Rifles 2x MMG 2x ATG 45mm 1x 82mm Mortar 5x Hasty Def 3x Wire 2x Land Mine! Hidden

11125

4 Rifles Squad 1-1

1

3111212

3 MMG Maxim Unit 1

2

31014

3 Anti-Tank 45mm Gun

4

3/6 71013

3(4)

82mm Mortar Unit 1

3

3-183

Setup Turn 1: Soviets set up FIRST anywhere on map 6. All land mines are set up hidden and may be placed anywhere on map 6, except in water or on the bridge. 5 Soviet units may set up hidden. Hasty defense counters set up with hidden units are also hidden and do not count towards the 5 hidden unit limit. The mortar may not fire from inside of the bunker.

Orders: Control or occupy any of the three bridge hexes 6-J09, 6-J10 or 6-I11. Soviets score, even if both German and Soviet units are on the control hexes.

Victory Points: 1VP - Immediately score each German unit eliminated.1VP - For each hex 6-J09 and 6-I11 controlled or occupied when the event card is drawn and at game end. 2VPs - Control or occupy bridge hex 6-I10 when the event card is drawn. (The event card will be drawn at the beginning of either turn 3 or 4.) 4VPs- Control or occupy bridge hex 6-I10 at game end.

Firefight 6 - Swamps of Bryansk (Page 2)

Turn 1

Turn 2 Turn 3 Firefight Event

Card? If yes - score for bridge control immediately.

Turn 4 Firefight Event

Card? If yes - score for bridge control immediately.

Turn 5

Score for bridge control.

Game End