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‘Hungarian Campeign 1941 8/7 a f EG Wea € va SURO a Ua el ee ed eee ee et eee et es ener er es Oe see eee een terete) ee et ea eee eee eter ere ete tee ees ce or ng pte ee ae oe ee ee eee eee eee eee ee ero Ce ee ed eee ae en ee eee CL Eee) ‘ar Jl te praia flak predeon nthe enter ie er ere ee ne ee ee ee eee eer tre ee ee re ee eee ee Seen Lake et RUM es care Ome 1/21 314) 8161971310 10 END END Donn ora acannon ee Orc wun Urry emc enon Ts Soviet Infantry Platoon (x3) (Cost: 63] - Divided in three groups (Group A,B,C) of one platoon @ a? | Cece Cea oe Beck it Tao ca on RO Ca CREAR ae Om Romy Hungarian Cyclist Infantry Platoon (Cost: 32] Ces oo oe (dismounted, no bicycle transport) Ce cc ae ce en ice He then has another 43 build points to select additional individual units or platoon formations for his starting force, No extra Commanclers may he selected for the starting force unless it is part of a platoon formation, boa Ce AE TTT USO CR ER UO COCR MICU ICKL DC CO CU COC CRO RUM CRED me Ms a victory again, At the end of ten turns, if the Allied player has not achieved the victory conditions, the Axis OC CO my UCR ACR ONO UO esd se haa 9 Uf) Mlustrator: SturmVogel Pa ey aa 2] Le a Re , i x © Battle of Golovanievsk piv MICasy 7 Available Soviet individual units: Cee dee dee Ln ee in a ee cas ey Cee ee aC a een TEP PERRPEDPER CC a ee Cee} Available Soviet Platoon formations: Se ee Cn eee a eed adie PEE CRC EU MCL See ee Oe Tee Se ena ce oa See ns aa ed oe ed a cee ea CRU CUMS Umut Cen ee aac ca ce aay na a So ce Oe cl ee ce Oe in aca icc I ee Ne cd ee gc Ce a Check the Soviet or Hungarian Platoon Formation list for details on the individual units within that platoon or the SAs attached to that platoon. Also note that certain individual units are only available in platoon formations for this scenario, To acquire a particular type of unit not listed above in the individual units you must solect the appropriate platoon formation that has it daa Us) Dee Dhue Dene a RS ee en Ronee Tables of Organization and historical accounts of the battle depicted. The number of build points given to each side reflects the scenario type being played and each nation’s capabilites. Players may alter the amount of build points given to each side by mutual consent if they COR os PLPERREREP 2. The Soviet player has another 90 build points to select additional individual units or platoon formations to add to his three croups A,B, SOU LOC Un CO eee Cen CU em Ce no oa ee Re ome a armored car of light tank (the Series 1933 tank has T-268's and BA-66 the BA-I0M's stats and abilities respectively). SR Ue Oca nn eo en ee ce ec cm Ly Cea Oke Ge Cee On on oe ego cee eC to reflect the lack of bicycles. If the Axis player opts to have another Bicycle Platoon, this one does have bicycle transport. He must use oko ns 4, The Axis player's remaining 80 build points must be divided into two reinforcement groups (BG East and BG West) of 40 build points each, Use the list of individual units and platoon formations to create each one. Set below an optional rule on forming a German reinforcement group. No more than one Commander may be selected for each of the reinforcing battle groups. NT During the course of some scenarios you may run into a situation where the Avis player loses any Commanders he had in his starting force and the Commanders in his reinforcing battle groups have yet to arrive on the battle board. The Axis player may use the initiative | — value of any Commanders that are in a battle group still off board. Think of it as that Commander radioing ahead and giving orders. a Rl TEGO u es ale). Perera 2) ues TEL) Night Time Visibility Chart for Axis & Allies: Miniatures This chart simulates the effects of limited visibility & movement during combat at dusk / ni Place a token in the start box before the scenario be At the beginning of each turn the Allied player rolls four dice. For each “hit” (4 or higher) rolled, move the token one box along the visibility chart. Check the information listed to the right of the token to determine the current limits of normal visibility and movement. Once the 15th box is reached keep counting, but now go backwards. Eventually you will return to Full Daylight. You can target enemy units up to the current Visibility Level (VL) without penalty. Enemy units beyond the current VL can still be targeted, but at a penalty. If a targeted unit fired in the previous assault phase of this turn, you get a bonus +1 per die rolled. Penalties are not cumulative. The bonus doesn’t apply to targets within visibility. Movement restrictions - Units can move normally up to the current VL.. Units with a speed higher than the current VL must make a movement roll each time they attempt to enter a hex beyond the current VL. Example: Ifthe VL is 3 and a unit has a speed of 5, it would have to make a movement roll to enter the 4th and Sth hex. Once a unit fails a movement roll, it can’t move any further this phase. These rolls are only for hexes entered. So you don’t roll twice if a terrain hex requires double movement, START |Full Daylight - Normal fire and movement at all ranges. 'VL 5 Dusk - Visibility 5 hexes for normal fire and movement. ‘Targeting penalty: -1 per die at long range beyond the VL. VL 2 Night - Visibility 2 hexes for normal fire and movement. Targeting penalty: -1 per die at medium range beyond the VL / -2 per die at long range. VL 1 Complete Darkness - Visibility 1 hex for normal fire and movement. Targeting penalty: <1 per die at medium range / -2 per die at long range.

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