Living Rules Nov 2010 

Living Rules Nov 2010 

The Caucasus Campaign 1942 — Living Rules Nov 2010 JULY–NOVEMBER, 1942 Living Rules — November 2010 T A B L E O F C O N T E N T S 1. Introduction. 2 14. Supply. 13 2. Contents. 2 15. Special Units. 14 3. Sequence of Play Outline. 4 16. Air and Naval Support. 15 4. The Initial Phase . 4 17. Replacements. 16 5. Stacking. 6 18. Special Rules. 16 6. Zones of Control. 6 19. How to Win. 17 7. Movement. 6 20. The Campaign Game. 17 8. Combat. 8 21. The Tournament Scenario. 17 9. Combat Modifiers . 9 Extended Example of Play. 18 10. Combat Results. 10 Hints on Play. 22 11. Retreats . 11 Historical Summary . 22 12. Advance After Combat . 12 Designer’s Notes and Credits. 23 13. Mobile Assaults. 12 Index. 24 © 2009 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com © 2009 GMT Games, LLC The Caucasus Campaign 1942 — Living Rules Nov 2010 . INTRODUCTION . How to Read the Units The Caucasus Campaign is a game covering the Axis invasion of Attack Strength: is the strength the unit contributes when attacking. the Caucasus during the year 1942. The game starts after the capture A number in a yellow box means the unit provides an Armor Shift of Rostov and ends in the middle of November when the Soviet in both attack and defense. Superscript number is used for Mountain Offensive to the north, at Stalingrad, starts. One player controls the and Forest combat. Axis forces, the other the Soviet forces. Defense Strength: is the strength the unit contributes when defend- Scale: One hex = 18 miles (29 kilometers). Each Turn represents ing. A number in a yellow box means the unit can only cancel an one week. Armor Shift—it cannot provide one. Movement Allowance (MA): is the base number of Movement Points (MPs) the unit may expend for movement in the Primary . CONTENTS Movement Phase (7.2). Inventory White Box: denotes the unit does not count for stacking purposes, has Each game of The Caucasus Campaign contains the following: no Zone of Control, may not be used in a Determined Defense and if • 1 Map alone in a hex does not receive a Defensive Terrain Bonus. • 1 & 1/2 Counter sheets • This rule booklet . Unit Size • 1 6-sided die II = battalion XX = division XXXXX = front • 2 Identical Player Aid Cards III = regiment XXX = corps + = unit reinforced X = brigade XXXX = army SAMPLE COMBAT UNITS: German 4th German 454th Bicycle Regiment Security Division Soviet 12th Cavalry Division of the 17th Cossack Cavalry Corps White circle denotes Bicycle Movement Unit Size Setup Hex Code (15.8) Parent I.D. Black box denotes Unit I.D. restricted Movement Unit Type Symbol (15.9) Soviet Soviet Attack Defense Movement Azov Flotilla Armored Train Strength Strength Allowance Blue circle denotes Sea of Azov Move- German 97th Jäger Division ment (15.3) “R” denotes Superscript number Turn of arrival and unlimited Rail used for Mountain and Entry Hex Movement (15.6) Forest Combat Color of box indicates the unit’s TQ (2.24) AIR AND NAVAL MARKERS: Air Support Black Sea Fleet German 191st StuG Brigade Unit Type Silhouette Star indicates unit has a special arrival rule CRT Column Shift(s) right, or Yellow box around Attack Determined Defense modifier Strength indicates unit White box = no Stack, no provides an Armor Shift on ZOC, no DTB (9.2), no De- attack and defense (9.5) termined Defense symbol SAMPLE MARKERS: German Luftwaffe Soviet 2nd Soviet 7th FLAK Regt. Guards Division Black Sea HQ Axis Control Turn Replacement Disrupted Assault Yellow box around Triangle indicates Parenthesis denotes the Defense Strength unit starts on its Defense Strength indicates unit can only reduced side restriction (15.1) cancel the attacker’s Armor Shift (9.5) Victory Out of Road (Limited) Rail Auto Points Supply Supply Move Elim © 2009 GMT Games, LLC The Caucasus Campaign 1942 — Living Rules Nov 2010 . Summary of Unit Types: hexsides adjacent to Seasonal Marsh hexes are ignored. All units are either Mechanized or Non-Mechanized. All Non- DESIGN NOTE: The Kuma River does indeed end in the Marshes Mechanized unit except Cavalry are Foot units. and does not reach the Caspian Sea until the rainy season. Non-Mechanized Mechanized . Mountain Passes Infantry Armor/Panzer Starting on Turn 10 all Mountain Passes (except the Krestovy Pass Bicycle Infantry Panzergrenadier on the Georgian-Military Highway) become closed due to snow Mountain Infantry Motorized Infantry fall. No movement, combat or supply tracing is allowed across a Jäger FLAK closed Mountain Pass. Security Anti-tank DESIGN NOTE: During WWII the Georgian-Military Highway NKVD Commando Foot Units was the only road across the high Caucasus Mountains that was Naval Infantry StuG passable during the winter. HQ Armored Train Port Garrison Azov Flotilla 2.33 The Unfinished Railroad Cavalry Soviet Tank The Railroad between Astrakhan and Gudermes starts the game unfinished and may not be used until Turn 8. Once finished, this Churchill Stuart T-26 BT-5 Railroad can only be used for a Line of Supply, it may not be used . Unit Colors for Rail Movement. The Road in those hexes can always be used • Tan Soviet regular Army and Air Force (for movement and Limited Supply). • Dark Brown Soviet Navy HISTORICAL NOTE: When it became apparent that the Axis • Red Soviet Guards were going to cut the rail line that connected the Caucasus to • White Soviet NKVD • Gray German Wehrmacht the north (through Salsk), the Soviets quickly built this replace- • Black German SS ment line. It was built so quickly that in many parts they just laid • Medium Blue German Luftwaffe the rails right on the hard desert floor. I could find no evidence • Medium Green Rumanian that the Soviets used the line to move troops—all records indi- • Dark Blue Slovakian cate that troop movement occurred by sea via Astrakhan and • Yellow Italian Makhachkala. I would assume the rail line was used to carry • Yellow Ochre Turkoman (or Ost Troops) petroleum from Baku to the north. .4 Troop Quality (TQ) .4 Sochi to Sukhumi Railroad All units are rated at one of three Troop Quality (TQ) levels: Elite, The stretch of Railroad from Sochi to Sukhumi can only be used for Regular, or Low. The TQ effects combat (9.6) and Determined De- a Line of Supply, it may not be used for Rail Movement. fenses (10.4) and is indicated by the color of the unit type box: DESIGNER’S NOTE: Since the majority of Russians reinforce- Elite = Red ments for Tuapse arrived by sea, it appears this stretch of rail- Low = Light Yellow road was not yet completed in late ‘42 or was in disrepair from Regular = Gray for Axis and Brown for Soviet constant air attacks. Soviet NKVD and Naval Brigades have different TQs depending on whether they are attacking or defending: .5 Rivers That Flow Through Hexes • NKVD: On DEFENSE treat as Elite units and as Regular units When a River flows through a Marsh or Major City hex it is com- when attacking. pletely ignored. The effects of the River as a movement hindrance and a defensive aid have been mitigated by the surrounding terrain. • Naval Brigades: In an ATTACK treat as Elite units and as Regular units when defending. HQ: HQs units have a Regular TQ. Units without a Unit Type Box: All units that have no Unit Type Box have a Regular TQ. Specifically: Soviet Tank Bdes (including the Guards Tank brigade), Armored Trains, StuG brigades, Port Garrison Units, and the Azov Flotilla. The Map The map depicts the area of the Kuban and the Caucasus where the .6 Hex Terrain campaign was fought. See the Terrain Effects Chart for a complete If a hex has two or more “natural” terrain types in it, use the most list of terrain features and their effects on movement and combat. predominant type in the hex and ignore the others. For example hex . Seasonal Marsh Hexes 2235 contains Forest, Clear and a little bit of Rough—this hex is considered a Forest hex. “Man-made” terrain can add to the natural Seasonal Marsh hexes are considered Rough terrain until Turn 10. terrain in the hex. For example, Novorossiysk is a Forest hex with At that time they are treated as Marsh hexes and the Minor River a Minor City. © 2009 GMT Games, LLC 4 The Caucasus Campaign 1942 — Living Rules Nov 2010 .7 Hex Control . SOVIET SUPPLY PHASE A player controls a Town, Major City, Minor City or Entry Hex if Same as the Axis Supply Phase but switching the term Axis with he occupies it or was the last player to pass through the hex. At the Soviet. Start of the game, the German player controls Rostov, Kagalnik and Taganrog, the Soviet Player controls all other towns and city hexes. C. VICTORY CHECK PHASE Keep track of who controls the important VP hexes with the Axis If one side has achieved a Sudden Death Victory (19.3) the game Control markers. ends. If not, record the completion of a game-turn by advancing the Game Turn marker one box. SEQUENCE OF PLAY OUTLINE The Caucasus Campaign is played in Game Turns. A Game Turn is 4. THE INITIAL PHASE composed of two Player Turns and one Victory Check Phase. Each 4. Reinforcements and Entry Hexes Player Turn is subdivided into several Phases and Impulses. Every Each player’s reinforcements are listed on the Turn Record Track. Game Turn is played in the following order: Reinforcements enter play during the friendly Initial Phase by being A.

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