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SoS Bonus Firefight - Fresh Paint

12 July 1943 - We have severely underestimated the Russians, the extent of the country and the treachery of the climate. This is the revenge
of reality. - Gen Heinz Guderian
General Situation: In the southern salient of the Kursk offensive, elements of the Panzergrenadier-Division Grossdeutschland were to knock
out a key radio post in a small village. The Panthers were fresh from the assembly line and just off-loaded from the railhead but proved to have
many transmission problems. A detachment from the Soviet 5th Guards Tank Army was dug in and waiting for the German advance.
Players: 2 CAP Allocation per Round: German - 10 CAPs Soviet - 8 CAPs
Action Cards: Use all green action cards. Each player receives 1 card per round.
Veteran Cards: German - #V10 Feared Reputation Soviet - #V12 Extra Initiative
Weapon Cards: German - Nebelwerfer Soviet - Magnetic Mine, Molotov Cocktail
Map Setup: Maps 7 and 8. Place a control marker, Soviet side up, on hex 7-F08.
Initiative: The Germans have the initiative on round one. Game Length: 6 rounds. Score 7-F08 at game end.

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German Forces: Elements of Panzergrenadier-Division Soviet
Soviet Forces: Elements of 5th Guards Tank Army
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Grossdeutschland 6HWXS7XUQSetup Round
Set up 1: Set
anywhere onup anywhere
either board. east
Up toof4 map
units8may
column G.up as hidden.
be set
Enter Round 1: May enter any hex on the western edge of map 8. 4 2 1x Maxim 4 1 2x Rifles 4 1 2x Rifles
Maxim MMG #1 5LHV#1 5LHV#

3 1 2x Panther D Subject to 3
Panther D #2 1 1x Pz IVh
Pz IVh #1
MMG 43 41
potential immobilization. 3 10 4 11 3 11
0 9 12 0 6 12 0 6 12
5 16 See special rule below. 5 15
13 19 21 11 14 18
Hidden Setup Round 1: Set up hidden anywhere east of map 8
3 1 1x Pz IVf2
Pz IVf2
3 1 2x Pz IIIL
PzIIIL #1 column G except the control point hex 7-F08. The hidden tanks
and ATGs are deployed in hidden gun pits.
5 14 4 14 2x +3DM Gun Pit 3 6 2x ATG 76.2mm 76.2mm ATG #2

11 11 17 9 10 17 Set up in +3DM gun


+0
Reinforcements Round 2: May enter via any hex on the western +3
5 10 pits. See special rule
8 10 13
edge of map 8. The vehicles are considered loaded. below.
3 1 1x Pz Eng 3
Pz Engrs #1
1 2x Pz Gren 2
Pz Gren #1 1 3x 251/1 APC 3x
SdKfz 251/1 #1 +2DM Gun Pit 5 1 2x T-34c T-34c #1

2 +
Set up in +2DM
+0
4 11
12 5 11 3 12 +2
5 16 gun pits.
2 4 13 0 7 12 0 7 13 9 10 19

Artillery: Once per game, during the pre-round sequence on any 5 KV1c #1
1 1x KV1c 3 $75LHV#1
1 2x AT Rifles
round, the German may target Nebelwerfer OBA at any hex within LOS Set up in +2 DM
of any German unit, to resolve the following round. 5 19 gun pit. 2 10
9 9 22 3 4 12
Orders: Capture the key Soviet radio post.
Reinforcements Round 2: Enter via hex 7-A10.
Victory Points: 5 1 2x T-34c
T-34c #3

1 VP - Immediately score for each Soviet unit eliminated.


5 VP - For control of radio post hex 7-F08 at game end. 5 16
9 10 19

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German Special Rule: Orders: Hold the radio post at any cost!
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To simulate the mechanical challenges of the Panthers at Kursk, at the Victory Points:
end of the first turn of movement each Panther makes during every 1 VP - Immediately score for each Soviet unit eliminated.
round, check for Immobilization (14.1). You must roll a 6 or greater on 5 VP - For control of radio post hex 7-F08 at game end.
2D6 to prevent immobilization. This roll may be modified with CAPs as
usual. Immobilization lasts until the end of the game. Soviet Special
Soviet Forces: Rule:
6HWXS7XUQEvery time
Set up that a hidden
anywhere ATG
on either fires, Up
board. thetoGerman rolls be
4 units may 1D6.
setThe
up as hidden.
Soviet ATG is revealed only on a 4 or higher. This roll may be
modifed with CAPs by the German player.
Round 1 Round 2 Round 3
Germans: Germans:
Enter Map Reinforcements
Soviets: N
Reinforcements
Soviets set up east of column G

Round 4 Round 5 Round 6


Germans enter on round 1

Control

All:
Score 7-F08

Game End

Copyright 2010 Academy Games www.Academy-Games.com Firefight design by Brian Harrison & Mike Mihalas

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