Scenariusze

Scenariusz 1: Przyczółek


FORCES
This scenario is designed to be played with equal points values on both sides. Axis and Red Army reinforced platoons are chosen from the appropriate Barbarossa Theatre Selectors with the following restrictions:
•  The Axis platoon must include its full allocation of vehicles including transport and towing vehicles. It may not include artillery units except for light anti-aircraft guns, light anti-tank guns and light howitzers.
•  The Red Army platoon must include at least one NKVD squad and a Commissar to act as bridge guards.

SET-UP
This scenario is played across the width of a six by four feet gaming surface. The primary feature is a river stretching from one short table edge to the opposite short table edge. The river must be at least 6” wide, and roughly bisect the table into two equal halves although it can meander as much or a little as desired. This river counts as deep water and may not be forded or otherwise crossed by any unit during the game except at the river crossing.
Place a river crossing at the centre of the table, this can be a fording point or a bridge if one is available. If possible, a road should be included that connects the long (east and west) table edges to the river crossing.
The rest of the table should be covered by a medium density of other types of terrain representing the area close to the river. Woodland, crop fields and buildings are all appropriate ‘other’ terrain to use; hills and even cliffs may be used to help define the river’s course. Marshy ground is often found close to a river although care must be taken not to impede unit movement too much by making half of the table into a swamp, a few patches here and there is sufficient.

DEPLOYMENT
The Red Army player must deploy first. Half of their force (rounding down) is deployed within 12” of the river crossing and more than 12” from the edge of the table. The Red Army units deployed must include the NKVD squad and the Commissar. These units may be Dug In at the option of the Red Army player (See Scenario Special Rules on page 102 of this book), but may not use hidden set-up. Units that are not set-up to start with are left in reserve (see Reserves page 119 of the Bolt Action rulebook).
The Axis player’s units are not set-up on the table at the start of the game. The Axis player must nominate up to half of their force (rounding up) to form the first wave. Any units included in the first wave must either be vehicles, units transported/towed by vehicles, cavalry or motorcycle squads. All other Axis units are left in reserve.

SPECIAL RULES
RESERVES
Both sides have reserves in this battle but their deployment varies slightly from the standard rules. Axis reserves enter play from the west long table edge and may not outflank. All Red Army reserves automatically count as outflanking (i.e. they only start to arrive on turn 3), but they may enter play from the north, south and east table edges and they are not restricted to deploying just within 24” of the east table edge.

OBJECTIVE
The Axis player must capture the river crossing and hold it. The Red Army player must try to stop him and must retake the crossing at all costs if it is lost.

FIRST TURN
The battle begins. During turn 1, the Axis player must move their entire first wave onto the table. These units can enter the table from any point on the ‘west’ long table edge, and must be given either a run or advance order. Note that no order test is required to move units onto the table as part of the first wave.

GAME DURATION
Keep a count of how many turns have elapsed as the game is played. At the end of turn 10, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.

VICTORY!
At the end of the game the winner is the player in control of the river crossing. To capture the crossing there must one of your units within 6” of the centre of the crossing at the end of the final turn, and there must be no enemy units within 6” of it. Any other result is a draw.
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Scenariusz 2: Warownia


FORCES
This scenario is designed to be played with equal points values on both sides. Axis and Red Army reinforced platoons are chosen from the appropriate Barbarossa Theatre Selectors with the following restrictions:
•  The Red Army force may include a maximum of one artillery piece (this is in addition to any mortars). Also, due to the poor road conditions, no wheeled vehicles may be chosen.
•  The Axis force may not include artillery units except for light antiaircraft guns, light anti-tank guns and light howitzers.

SET-UP
This scenario is played on a six by four feet gaming surface. A 6”-wide road stretches from the east long table edge to the west long table edge, roughly bisecting the table into two equal halves. A second road, running north-south, may be included if desired, forming a crossroad at the middle of the table. The roads, being not much more than hard-packed snow, simply counts as open ground in this scenario and not as the rulebook definition of ‘road’.
A village follows the road running east-west, anywhere up to a dozen buildings can be used if they are available. If you aren’t blessed with as many buildings in your available terrain collection then ruins can be substituted instead. Ideally no more than one or two buildings should be brick or stone built, the rest wooden. Place the buildings 3–6” apart on either or both sides of the road to create a long, thin village. However big the village gets, ensure that no buildings are within 12” of the table edges.
The rest of the table should be covered by a very high density of thick wooded and broken terrain, representing the snow-covered forest and rough going surrounding the village. All of the area outside the road counts as deep snow so it is rough ground for movement purposes.

DEPLOYMENT
The Axis player must deploy first. At least half of their force (rounding up) is deployed inside or within 6” of the village buildings. The entire Axis force may be deployed in the village if desired, but be careful of overcrowding as being deployed outside buildings is detrimental to a unit’s health, as we’ll see. Any Axis units not deployed at the start of the game are in reserve (see reserves page 119 of the Bolt Action rulebook).
The Red Army player may then deploy their units anywhere on the table that is more than 18” from the village buildings.

SPECIAL RULES
FROSTBITE
All Axis units (i.e. including reserves) are subject to the rules for frostbite (See Scenario Special Rules on page 101 of this book). Axis units on the tabletop that are not deployed inside a building at the start of the game must roll twice for frostbite.

In scenarios where the frostbite rule applies, affected units must take a Morale check at the beginning of the game. If the test is failed, each point by which it is failed indicates the loss of one soldier or crewman from the unit in the case of infantry or artillery, or immobilisation in the case of vehicles. If a vehicle is immobilised by frostbite while not on the table (including outflanking), it’s considered destroyed – its passengers can arrive on the table on foot, but suffer an additional –1 to their test for coming on to the table (when such test is needed).

OBJECTIVE
The Red Army player must try to destroy the Axis force, and/or the village buildings they are sheltering inside. The Axis player must try to stop him and inflict maximum damage in the process.

GAME DURATION
Keep a count of how many turns have elapsed as the game is played. At the end of turn 8, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.

VICTORY!
At the end of the game calculate which side has won by adding up victory points as follows.
The Red Army player scores 2 victory points for every enemy unit destroyed and 1 victory point for every building destroyed or set on fire (see pages 103–104 of the Bolt Action rulebook)
The Axis player scores 2 victory points for every enemy unit destroyed.
If one side scores at least 2 more victory points that the other then that side has won a clear victory. Otherwise the result is deemed too close to call and honours are shared – a draw!


Scenariusz 3: Przełamanie


As the German spearheads thrust into the forward lines of the Soviet defences they found that the Red Army had massed its anti-tank guns and artillery into ‘anti-tank resistance points’ (protiv-otankovye opornye punkty, or PTOPs). These PTOPs were protected by mines, infantry and barbed wire, deeply entrenched and well-camouflaged. All guns in a PTOP fired at the direction of a single commander to maximize their effectiveness, a technique the Red Army had learned, like so much else, from the Germans. The Germans called it a ‘Pakfront’.
FORCES
This scenario pits the leading elements of a German Panzer attack against an entrenched Soviet anti-tank position. The Red Army player picks a force to an agreed points, the Axis player picks a force total of twice that amount (e.g. 1000pts if the Soviet player has 500pts). German and Red Army reinforced platoons are chosen from the appropriate Theatre Selectors with the following adjustments:
•  The German player may purchase up to one additional tank over the normal allocation for every infantry squad in their force. This scenario works particularly well if the German player forms his forces from the Armoured platoons selector from the Tank War supplement.
•  The German player also receives one forward air observer for free in addition to their other forces (they may choose additional air observers and pay the points for them if desired).
•  The Red Army player may purchase up to one additional artillery piece over the normal allocation for every infantry squad in their force. The Red Army player receives one forward artillery observer for free in addition to their other forces (they may choose additional artillery observers and pay the points for them if desired).
•  In addition to his force the Red Army player receives two bunkers, nine ‘hard cover’ linear obstacles and nine minefields. Each linear obstacle must be up to 6” long and 1” tall, and should provide hard cover (so use trenches, low walls, earth embankments, sandbags and the like). You can replace any number of ‘hard cover’ linear obstacles with ‘soft cover’ ones (barbed wire etc.) and if you do so, you get two ‘soft cover’ obstacles for each ‘hard cover’ one you surrender. Bunkers should be large enough to accommodate a single unit of infantry or artillery. The rules for bunkers are on page 104 of the Bolt Action rulebook. Minefields are approximately 6” x 6” and may be marked or unmarked at the option of the Red Army player. It’s important for the Red Army player to make use of the existing terrain (suitably enhanced with mines and obstacles) to channel the German armour towards his guns.
SET-UP
This scenario is played across the width of a six by four feet gaming surface. The terrain for the battle is mostly open, with hills placed on the long edges of the table. A medium density of small woods (orchards), crop fields and occasional farm buildings should dominate the centre of the table. Areas of rough and swampy ground can be used to add variety, as can a stream or small river running down the centre of the table, although this will count only as rough ground in this scenario.
DEPLOYMENT
The Red Army player picks a side of the table and sets up at least half of their units in the set-up area (as per the Envelopment scenario on page 109 of the Bolt Action rulebook). These units can use the hidden set-up rules (see Hidden Set-up page 117 of the Bolt Action rulebook) and may be Dug In at the option of the Red Army player (See Scenario Special Rules on page 102 of this book). Units that are not set-up to start with are left in reserve (see Reserves page 119 of the Bolt Action rulebook).
The German player’s units are not set-up on the table at the start of the game. The German player must nominate at least half of their force to form his first wave. This can be the entire force if desired. Any units not included in the first wave are left in reserve.
SPECIAL RULES
PREPARATORY BOMBARDMENT
Bombardments, interdiction and counter-battery fire swept across the battlefield at Kursk constantly. Roll on the preparatory bombardment chart (see page 118 of the Bolt Action rules) for every unit in the battle, including those in reserve. This is quite likely to interfere with the arrival of reserves due to the pin markers caused – welcome to Kursk!
RESERVES
Reserves enter from the respective player’s table edges. In this scenario outflanking may not be used as the areas to either side of this particular section of the battlefield are just as active as this one.
OBJECTIVE
The German player must try to move as many of their units as possible into the Red Army player’s set-up zone or off the opposing side’s table edge in order to make a breakthrough. The Red Army player must try and stop the German succeeding. Note that in this scenario, German units are allowed to deliberately move off the table from the Red Army player’s table edge to reach their objective.
FIRST TURN
The battle begins. During Turn 1, the German player must move their entire first wave onto the table. These units can enter the table from any point on the German player’s table edge, and must be given either a run or advance order. Note that no order test is required to move units onto the table as part of the first wave.

GAME DURATION
Keep a count of how many turns have elapsed as the game is played. At the end of turn 8, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.
VICTORY!
At the end of the game calculate which side has won by adding up victory points as follows. If one side scores at least 2 more victory points that the other then that side has won a clear victory. Otherwise the result is deemed too close to call and honours are shared – a draw!
The German player scores 1 victory point for every enemy unit destroyed. He also scores 2 victory points for each of his own units that is inside the Red Army player’s set-up area (even if only partially), and 3 victory points for each of his own units that has moved off the enemy table edge before the end of the game.
The defender scores 2 victory points for every enemy unit destroyed. This is doubled to 4 victory points for tanks that are destroyed.


Scenariusz 4: Wzgórza Olkhowaka


During the battle at the northern shoulder of the bulge the Ninth Army made repeated attacks to try and seize the Olkhovatka Heights, a dominating high ground position. The view it gave over the surrounding terrain would allow them to observe and direct artillery fire deeper inside the Soviet defensive zone. The Red Army were well aware of the importance of the heights and counterattacked every German attempt to seize them with all available reserves.
FORCES
This scenario is designed to be played with equal points values on both sides. German and Red Army reinforced platoons are chosen from the appropriate Theatre Selectors with the following adjustments:
•  The German player receives one forward air or artillery observer for free in addition to their other forces (they may choose additional air or artillery observers and pay the points for them if desired).
•  The Red Army player receives one forward artillery observer for free in addition to their other forces (they may choose additional air or artillery observers and pay the points for them if desired).
•  In addition to his force the Red Army player receives one bunker, six ‘hard cover’ linear obstacles and six minefields. Each linear obstacle must be up to 6” long and 1” tall, and should provide hard cover (so use trenches, low walls, earth embankments, sandbags and the like). You can replace any number of ‘hard cover’ linear obstacles with ‘soft cover’ ones (barbed wire etc.) and if you do so, you get two ‘soft cover’ obstacles for each ‘hard cover’ one you surrender. Bunkers should be large enough to accommodate a single unit of infantry or artillery. The rules for bunkers are on page 104 of the Bolt Action rulebook. Minefields are approximately 6” x 6” and may be marked or unmarked at the option of the Red Army player.
SET-UP
This scenario is played down the length of a six by four feet gaming surface. The terrain for the battle is dominated by the heights – represent these by placing all available hills along half way along the table (i.e. 36” along the long edge of a standard 6 x 4 foot gaming table). A medium density of small woods (orchards), crop fields and occasional farm buildings are scattered around the rest of the table, but the hilltops should be mostly clear terrain. Areas of rough and swampy ground can be used to add variety, as can a stream or two, although this will count only as rough ground in this scenario.
DEPLOYMENT
The Red Army player picks a side of the table and sets up at least half of their units in the set-up area (see diagram). These units can use the hidden set-up rules (see Hidden Set-up page 117 of the Bolt Action rulebook) and may be Dug In at the option of the Red Army player (See Scenario Special Rules on page 102 of this book). Units that are not set-up to start with are left in reserve (see Reserves page 119 of the Bolt Action rulebook).
The German player’s units are not set-up on the table at the start of the game. The German player must nominate at least half of their force to form his first wave. This can be the entire force if desired. Any units not included in the first wave are left in reserve.

SPECIAL RULES
PREPARATORY BOMBARDMENT
Bombardments, interdiction and counter-battery fire swept across the battlefield at Kursk constantly. Roll on the preparatory bombardment chart (see page 118 of the Bolt Action rules) for all of the Red Army units that are deployed on the table at the start of the game.
RESERVES
Reserves enter from the respective player’s table edges. In this scenario outflanking is permitted.
OBJECTIVE
Both players are fighting for control of the line of hills running along the centre of the table. Casualties are also important as Kursk is an ongoing battle of attrition.
FIRST TURN
The battle begins. During Turn 1, the German player must move their entire first wave onto the table. These units can enter the table from any point on the German player’s table edge, and must be given either a run or advance order. Note that no order test is required to move units onto the table as part of the first wave.

GAME DURATION
Keep a count of how many turns have elapsed as the game is played. At the end of turn 8, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.

VICTORY!
At the end of the game calculate which side has won by adding up victory points as follows. If one side scores at least 2 more victory points than the other then that side has won a clear victory. Otherwise the result is deemed too close to call and honours are shared – a draw!
•  Players score 1 victory point for every enemy unit destroyed.
•  Players score 5 victory points for each hill top captured.
To capture a hilltop there must be one of your units within 3” of the centre of the hill (or its highest point if that makes more sense for the terrain piece being used) at the end of the turn, and there must be no enemy unit within 3” of it. Once a hilltop is captured, it remains controlled by that side unless it’s captured by the enemy.


Scenariusz 5: Kitty Hawk down

Scenariusz 6: Nuts


Scenariusz 7: Heartbreak Ridge



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