Smolensk Rules (Last)

Smolensk Rules (Last)

Game Design: Hans Kishel regular combat but not by an overrun basing capacity. Any number of planes Development: John Kisner (since an advance might be required). in these boxes can be reft each turn (no cost), and there is “extra” SP available Series Design: Dean N. Essig that can be fown onto the map via Air Research Help: Dean N. Essig, John 1.2 Railroads Transport missions. Move to/from these boxes as follows: Bowen, Carl Fung, & Roland LeBlanc Railroad lines are always in one of two Playtesting and Proofreading: Perry gauges, broad or standard. Initially all Andrus, Rob Arrieta, John Bowen, are broad gauge except as noted in the scenario setups. 62.xx row costs 20 hexes of range. Jef Coyle, Jim Daniels, Carl Fung, For railing cargo and obtaining trace Dave Jefery, Michael Junkin, Roland supply: LeBlanc, John Leggat, Allen Martin, row costs 30 hexes of range. David Mignerey, Jim Reasoner, & Jim broad Stravers gauge railroads. Initial Rail Cap is Example: A Bf.110 based of-map is 44 Graphics: Dean N. Essig hexes from Mogilev (15.10). standard Vassal Support: Jef Coyle gauge railroads. Initial Rail Cap is 1.4b Edge Boxes. During their Move- ment Phase, Soviet ground units (only) can move between one of their map-edge Players change the gauge of these lines supply source hexes and these boxes by using rail repair units per OCS 13.3f. spending 1 MP or by using Rail Cap. Introduction Show lines converted to standard gauge Note this is the only time that of-map by using railhead markers. movement is allowed by ground units Smolensk: Barbarossa Derailed is a (no retreats and no entry/exit during the simulation of the fghting near Smolensk Reaction or Exploitation Phase). in the summer of 1941. It covers the 1.3 Hedgehogs battles that some historians now feel doomed the Axis to failure in Russia. 1.3a Defense Lines. Printed on the map Soviet supply sources on the north are some Hedgehogs (OCS 16.0) that and east map edges. are permanent and cannot be reduced. 1.3b Limits. Neither player can ever Soviet supply sources on the south improve a Hedgehog above Level 1. and east map edges. 1.0 General Rules Per 2.3e, the Soviets cannot build any hedgehogs at all in July. 1.1 Map Notes In addition, units returning to the map from these boxes are fueled 1.1a Entry Hexes. at no SP cost via the “single-unit letters on the map edges and are mainly 1.4 Off-Map Boxes method” (see OCS 12.5c(C)). used to indicate where reinforcements In these boxes no combat or barrage will enter the map (2.1 and 3.1). is allowed. If both players agree, for Example: A rife division spends 2 MP to 1.1b Safe Edges. Map-edge hexes that extra fog of war these can be hidden march from Rzhev (60.34) of the east edge are a supply source (see 2.1 and 3.1) from view. to the Southeast Box (it could have moved cannot be entered by enemy ground 1.4a Of-Map Airfelds. Each player to either box). It re-enters the map in the has an of-map air box with infnite next Movement Phase at 29.01 for 1 MP. Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2018 All Rights Reserved. Page 1 Smolensk rules.indd 1 4/17/18 4:35 PM Smolensk, OCS #17 Play Note: Tis rule, in combination with “Ftr” Repls. 1.7 Supply Cache Markers 1.1b, allows the Soviets to menace enemy on-map F-type air unit back up to full fanks and quickly reinforce sectors along strength, or bring a dead air unit back the map edges. into play (at any airbase, Active) as a are introduced in the latest reduced aircraft. (So only one step gets series rules (see OCS 21.10). Note they are a standard part 1.5 Weather be saved for later. of this game (not optional). “Tac” Repls. Both sides begin every scenario with two Roll to check the weather conditions of the markers, and a new one is some- on every turn except the frst turn of a Repls, but can only rebuild T, S, and times received as a Special Repl (1.6c). scenario. Ground conditions are always Tpt air units. good, but air operations can be Limited. 1.6c Special Repls. Each turn before 19 Play Note: Te Axis (especially) gets a lot See the Weather Table for details. August, the players also get to roll a die of Supply Cache markers, so arty barrages on their Special Repl Table to check for will be somewhat common, thus giving the game a unique favor. Soviets typically 1.6 Reinforcements save these markers for emergency supply, one, per the following notes. but will also use them for barrage ammo. those obtained from the Repl Table and the ones listed on the Arrival Cards. selected randomly from the 12-2-2, Reinforcements arrive per 2.1 and 3.1. 1.8 The Armies 11-1-1, and 10-0-1 divisions that are 1.6a Arrival Schedules. in the dead pile (other kinds, notably Axis units are the Wehrmacht (gray), Axis arrival cards trace the comings and Wafen-SS (black), and Luftwafe (light goings of units during the campaign. way). Te rebuilt division returns blue). Soviet units are the Russian army (brown), air (orange), and NKVD (red). Removals. When a unit is called on to at -1 step. Additional Soviet rife be “Removed” by the arrival charts it, and militia divisions can be rebuilt 1.8a Counter Limits. Breakdown units or else a unit with identical factors, is at the usual cost (and these do not are limited to the counters provided: immediately removed from play, regard- require random selection). the Axis has twenty-eight AR4 and two less of its current situation (even if in AR5 regiments; the Soviets have six the dead pile or surrounded). Some of AR2 and two AR3 regiments. these units will return again, but most are gone for good. Fuel is not needed to exit the map (no actual movement is conducted), but internal stocks must be a Supply Cache (1.7) or any one replenished (deduct this from the next Alarm unit (see 2.3a). 2.0 Soviet Special Rules Supply Table arrivals). 2.1 Supply and Reinforcements Frontal Reserves. See 2.3c. Map-edge hexes east of 12.xx where any 1.6b Variable Arrivals. A player rolls type of road or railroad enters the map on the Repl Table and the Supply Table are Soviet supply sources. Examples are to check for variable arrivals during his 13.01, 17.35, and 62.16. Note some Reinforcement Phase. Each player has Cache (1.7) or any one Aufk/Krd supply sources “shut down” per 2.1a. unique tables and should place new battalion (see 3.3a). New and rebuilt air units appear Active units per 2.1 and 3.1. at any airfeld in trace supply. Usually a Notes: group of new ground units will appear cannot be shipped onto at a specifc Entry Hex, per the Soviet the map with Rail Cap, but can be never be saved brought in with Air Transport. cases: for later, so if no such unit is in the Dead Pile there is no rebuild! arrival hex (per OCS 13.6b). placed in each detrainable city hex Design Note: Soviet special repls refect Pax and Eq Repls. Stalin using rebuilt infantry divisions, have valid rail movement paths (per AT regiments, tank battalions, and gaggles OCS 13.3e) via broad gauge rails. can be saved for a later turn. of militia to shield Moscow. As for the Axis, their Aufk units were reftted in this supply source hexes. in this game! period, so get special treatment. Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 2 © 2018 All Rights Reserved. Smolensk rules.indd 2 4/17/18 4:35 PM Te Gamers, Inc. 2.3c Frontal Reserves. At three sched- returns arrive at any HQs able to get uled times, the Soviets will receive some 3.0 Axis Special Rules trace supply (OCS 12.6a) by direct 3.1 Supply and Reinforcements draw, or else in any map-edge supply away (no saving for later). Each batch of source hexes. Frontal Reserves consists of: Map-edge hexes west of 10.xx where any type of road or railroad enters the 2.1a Supply Shutdown. map are Axis supply sources. Examples sources cease to exist on fxed dates: are 1.03, 1.26, and 4.00. old unit is a Removal (1.6a), and the new unit and SP are placed like New and rebuilt air units appear Active arriving repls. at any airfeld in trace supply. Usually a west of there) on 19 August. group of new ground units will appear at Two free rebuilds: an IL.2 air unit a specifc Entry Hex, per the Axis Arrival and either an HQ or an artillery unit 2.2 Red Air Force 2.3d Soviet Artillery. To combine for 2.2a No Hip Shoots. Soviet air units placed in each detrainable city hex a single Barrage, all of the fring Soviet cannot conduct hip shoots. artillery units must be stacked together. 2.2b No Airborne Landings. Supply have valid rail movement paths (per 2.3e Operational Limits. Soviet units drops are allowed, but not missions OCS 13.3e) via standard gauge rails.

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