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AdditionalScenarios - Russ Giffordrussgifford.net/MovesScans/Moves14/kampfpanzerscenarios.pdf ·...

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Additional Scenarios The following sixteen scenarios are based on the Kampf Panzer format. Thev cover the period of tactical armored warfare from 1918-1942. Certain units are called for in the different scenarios that are not given in the Kampf Panzer game; they must be made. All information for new units not included are to be found in the chart of Additional Units. All three authors and one staff member are responsible for the Following Kampf Panzer/ Desert War scenarios. Scenario authorship is indicated bv author's initials, thus: John Fernandes UF); David C. tsbv (DC/); Charles C. Sharp (CCS); Jerrold Thomas t J'T). ST JULIAN, 20 June 1918 Many of the armor developments between the two World Wars were in response to tank operations in the last days of the first World War. The French made heavy use of armor during the attack of General Magin's Tenth Army near Soissons on 18 June 1918. After the initial German defenses were breached, the French used their tanks to break the less-well dug in German field fortifications behind their Main Line of Resistance. On 20 June, the French 4th Light Tank Battalion, supporting the 7th Infantry Regiment, captured the positions of the German units outside the town, as the Germans lacked an effective anti-tank defense. - DCI FRENCH four FT17, nine inf, three 75mmH, two 25m mAT Deplov: tanks, anti-tank guns, and infantry deploy in hexes 1244, 1345, 1445, 1546, 1646, 1747, and 1341 or any hexes adjacent to them. Howitzers deploy in Town 1 or Town 2. Panic Level: 3 for all tank units, 1 for all other units (roll the die twice each turn). GERMAN six int. two 37mmAT, nine entrenchment counters. Deplov: entrenchment markers in hexes 0151, 0251, 0352, 0452, 0553, 0653, 0353, 0253, and 0154. All other German units deploy in any hex with an entrenchment marker in it. Panic Level: 1. Game-Length: seventeen Game-Turns. Special Rules: All units without a Movement Allowance are assigned a Movement Allow- ance of 1 for this scenario. The French tanks are considered "MX" type units and the French Anti-tank guns "R" type units. German 37mm AT units are considered "MX" units and have their range extended to eight hexagons. Tank units may end their movement on entrenchment hexes if they wish. It does not affect their Defense Strength. Victory Conditions: The French player must occupy at least four German entrenched hexes at the end of the game. If he does not do this, the German player wins. HYPOTHETICAL POLISH-CZECH BATTLE, 1938 One of the reasons the Czechs did not fight in 1938 was that Poland also threatened to attack Czechoslovakia to occupy the disputed province of Teschen. The Poles, as it was, gained the province without fighting as the Germans carved up the Czech state. Yet the possibilities did exist for a battle. - DCI POLES. five FT17 (Fr), five R35 (Fr.), two M6 (Br.), two inf (Br.l. two trucks. Deplov: within 4 hexes of hex 0703 Panic Level: 4 CZECHS. six Pz38, four inf (Fr.), two 25mmAT (Fr.l, six trucks. Deplov: Within 4 hexes of hex 1216 Panic Level: 2 Game Length: ten Game-Turns Victory Conditions: To win, the Poles must destroy at least four Czech units (trucks do not count for this victory condition). If not, the Czechs win. KUEISUI, 3 November 1939 The Sino-Japanese War was a largely non-motorized one, but at least once, near Kueisui, there was a chance for an armored clash between the Japanese 2nd Sendai Mechanized Division and the Chinese 6th Independent Division. While details of the action are unknown, the general situation is depicted in this somewhat hypothetical situation. - DCI CHINESE one 6-Ton I (Br.), one 6-Ton II (Br.), eight inf (RUI Deploy: Between rows 0001 and 0019, inclusive. Panic Level: 5 JAPANESE one T97, two T94, six inf (Fr.). one 75mmH (Fr.), seven trucks. Deploy: Within four hexes of 2820. Panic Level: 2 Game Length: ten Game-Turns Victory Conditions: The Japanese win if there are no undisrupted Chinese units within two hexes of a road hex at the end of the game. If the Japanese do not do this, the Chinese win.
Transcript

Additional ScenariosThe following sixteen scenarios are based onthe Kampf Panzer format. Thev cover theperiod of tactical armored warfare from1918-1942. Certain units are called for in thedifferent scenarios that are not given in theKampf Panzer game; they must be made. Allinformation for new units not included are tobe found in the chart of Additional Units.

All three authors and one staff member areresponsible for the Following Kampf Panzer/Desert War scenarios. Scenario authorship isindicated bv author's initials, thus: JohnFernandes UF); David C. tsbv (DC/); CharlesC. Sharp (CCS); Jerrold Thomas t J'T).

ST JULIAN, 20 June 1918Many of the armor developments between thetwo World Wars were in response to tankoperations in the last days of the first WorldWar. The French made heavy use of armorduring the attack of General Magin's TenthArmy near Soissons on 18 June 1918. After theinitial German defenses were breached, theFrench used their tanks to break the less-welldug in German field fortifications behind theirMain Line of Resistance. On 20 June, theFrench 4th Light Tank Battalion, supportingthe 7th Infantry Regiment, captured thepositions of the German units outside thetown, as the Germans lacked an effectiveanti-tank defense. - DCI

FRENCHfour FT17, nine inf, three 75mmH, two25m mATDeplov: tanks, anti-tank guns, and infantrydeploy in hexes 1244, 1345, 1445, 1546, 1646,1747, and 1341 or any hexes adjacent to them.Howitzers deploy in Town 1 or Town 2.Panic Level: 3 for all tank units, 1 for all otherunits (roll the die twice each turn).

GERMANsix int. two 37mmAT, nine entrenchmentcounters.Deplov: entrenchment markers in hexes 0151,0251, 0352, 0452, 0553, 0653, 0353, 0253, and0154. All other German units deploy in any hexwith an entrenchment marker in it.Panic Level: 1.

Game-Length: seventeen Game-Turns.

Special Rules: All units without a MovementAllowance are assigned a Movement Allow-ance of 1 for this scenario. The French tanksare considered "MX" type units and theFrench Anti-tank guns "R" type units. German37mm AT units are considered "MX" units andhave their range extended to eight hexagons.Tank units may end their movement onentrenchment hexes if they wish. It does notaffect their Defense Strength.

Victory Conditions: The French player mustoccupy at least four German entrenched hexesat the end of the game. If he does not do this,the German player wins.

HYPOTHETICAL POLISH-CZECH BATTLE,1938One of the reasons the Czechs did not fight in1938 was that Poland also threatened to attackCzechoslovakia to occupy the disputedprovince of Teschen. The Poles, as it was,gained the province without fighting as theGermans carved up the Czech state. Yet thepossibilities did exist for a battle. - DCI

POLES.five FT17 (Fr), five R35 (Fr.), two M6 (Br.), twoinf (Br.l. two trucks.Deplov: within 4 hexes of hex 0703Panic Level: 4

CZECHS.six Pz38, four inf (Fr.), two 25mmAT (Fr.l,six trucks.Deplov: Within 4 hexes of hex 1216Panic Level: 2Game Length: ten Game-Turns

Victory Conditions: To win, the Poles mustdestroy at least four Czech units (trucks do notcount for this victory condition). If not, theCzechs win.

KUEISUI, 3 November 1939The Sino-Japanese War was a largelynon-motorized one, but at least once, nearKueisui, there was a chance for an armoredclash between the Japanese 2nd SendaiMechanized Division and the Chinese 6thIndependent Division. While details of theaction are unknown, the general situation isdepicted in this somewhat hypotheticalsituation. - DCI

CHINESEone 6-Ton I (Br.), one 6-Ton II (Br.), eightinf (RUIDeploy: Between rows 0001 and 0019,inclusive.Panic Level: 5JAPANESEone T97, two T94, six inf (Fr.). one 75mmH(Fr.), seven trucks.Deploy: Within four hexes of 2820.Panic Level: 2Game Length: ten Game-Turns

Victory Conditions: The Japanese win if thereare no undisrupted Chinese units within twohexes of a road hex at the end of the game. Ifthe Japanese do not do this, the Chinese win.

NOTE: Players should note that to play thissituation it will be necessary to constructadditional units not provided in the Kampf-Panzer game.

SEDAN, 14 May 1940The Meuse River, the last obstacle betweenthe advancing German Army and the industrialcenters of northern France, was crossed by thevanguard of the 1st Panzer Division on 13 May1940. On the 14th, the French staged a seriesof counterattacks against the German bridge-head. One such attack was made by the 4thIndependent Tank Battalion along with someinfantry of the 205th Division. These unitsfaced the dug-in 1st Battalion, 1st Panzer-grenadier Regiment. The initial French attackwas uncoordinated and piecemeal, but wasmaking some headway until the tanks of the2nd Panzer Regiment arrived. The Germansrepulsed the French, leaving the way open fortheir drive across Northern France. - DCIFRENCHfour R35, nine inf, three trucks.Deploy: Within two hexes of hex 2124.Panic Level: 4GERMAN:(a) four inf, one 37mmAT(b) two Pzll, two Pzlll, one PzIV, two inf, two37mmAT, two APC, two trucksDeploy: (a) Entrenched within two hexes of

hex 2930.(b) Enters mapsheet through hex 3950 on

Game-Turn three.Panic Level: 1Game Length: twelve Game-Turns

Victory Conditions: The French must have aunit on hex 2932 at the end of the game. If theydo not have a unit on this hex, the Germanplayer wins.

MONS, 16 May 1940One of the French units that advanced intoBelgium to meet the advancing Germans wasthe 4th DLM (Light Mechanized Division).German air attacks and French lack of controlsoon dispersed the division. Near Mons on 16May 1940, a demi-brigade of the divisionblundered into the German armor of the 31stPanzer Regiment, 5th Panzer Division. TheFrench, however, were defeated by theGermans, who used their fast-moving tanks toget around the flanks of the more heavilyarmored French vehicles. Unable to gain theupper hand, the French withdrew in position.

-DCIFRENCHeight H-39, five S-35Deploy' Within 3 hexes of hex 1520.Panic Level: 4GERMAN:two PzlI, five Pzlll, two inf, two 37mm AT, twoAPC, two trucksDeploy. Within 3 hexes of hex 2925Panic Level: 1Game Length: ten Game-Turns

Victory Conditions: The Germans must destroyat least six French units and occupy three ofthe following hexes in order to win: 1513, 1612,1712, 1811, 2010, 2110. The French mustdestroy at least five German units and occupy

hexes 2621 and 2622. If neither player fulfillshis victory condition, or if both do, the resultis a draw.

CRECY, 19 May 1940As an effort to stem the German advance,elements of 4th French Armored Divisionbegan to counterattack on the roads leadingfrom Crecy on 19 May 1940. They wereattacked by elements of the German 10thPanzer, which was advancing against theAllied forces retiring towards Dunkirk. TheGermans were able to advance against theFrench before the latter was in position, andthen proceeded to mop up the scattered andconfused French. This action, and manysimilar to it, proved the fallacy of the Frenchideas of using armor. -DCIFRENCHtwo B1, two S35, five R35, five H39, nine inf,two 25mm AT, two 75mmH, six trucksDeploy: Set up with 4 hexes of 4914. Movefirst, deploy second.Panic Level: 3GERMANS.two Pzl, four Pzll, five Pzlll, 2 PzIV, six inf,three 37mm AT, six APCDeploy: Two Pzl in Town 1. All other unitswithin 4 hexes of 2127.Panic Level: 1

Game Length: ten Game-Turns

Victory Conditions: Destroy more units thanthe enemy player. A 1:1 plus ratio is a marginalvictory; a 2:1 plus ratio is a substantive victory;and a 4:1 plus ratio is a decisive victory.

LA BASSEE CANAL, 24 May 1940As the British Expeditionary Force withdrewfrom Belgium towards Dunkirk, they held a linealong the Bassee Canal. On 24 May, units fromthe 33rd Panzer Regiment, 9th Panzer Division,attempted to cross a tributary of the canal andprobe British positions. The crossing wasdefended, however, by the 4th BorderRegiment reinforced by anti-tank guns. TheGermans tried to find a weak spot in Britishdefenses, but failing that, they took the bull bythe horns and charged into the anti-tank guns,which destroyed the lightly armored Germanvehicles. After suffering heavy casualties, theGermans withdrew and the British lineremained intact. - DCIBRITISH:six inf, one 2Lbr AT, four French 25mmAT, sixAPC, five trucks, one M6.Deploy: Within 10 hexes of 3436.Panic Level: 2GERMAN.six Pzll, two Pzl, two Pzlll, two inf, two APC.Deploy: Within three hexes of 1033Panic Level: 1

Game Length: eleven Game-Turns

Victory Conditions: The German player mustexit at least five of its units off the mapbetween hexes 3933 and 3940, inclusive, on orbefore Game- Turn 11. If the German playerdoes not do this, the British player has won.

Special Rules: In this scenario, give all French25mmAT guns a Range Allowance of 10 hexes.

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Sf VENANT, 27 May 1940As part of the British attempt to shorten theirlines on 25 May 1940, the 5th Dragoon Guards(Innis killings) were acting as a covering force.They were engaged by a kampfgruppe of the8th Panzer division. The light tanks andsupporting infantry of the Dragoon Guardswould have been overrun by the Germans hadnot the 1st Royal Irish Fusiliers and "A"battery, 65th Anti-tank Regiment, R.A. cometo reinforce the defense. The two Irishregiments, aided by artillery fire, were able tobeat off the German attack. - DCIBRITISH:(a) four M6, one A13, six inf, six APC(b) nine French int. one 2Lbr AT, one truck.Deploy: (a) within 5 hexes of 1739(b) enters map on turns 1 and 2 via hex 0217.Stacking does not apply to initial entrance.Panic Level: 3 for all tank units; 2 for all others(roll the die twice each turn).

GERMAN.'three Pz38(Cz), five Pzll, two inf, two 37mmAT, two trucks, two APCDeploy: within four hexes of 3044Panic Level: 1

Game length: fifteen Game-Turns

Victory Conditions: The Germans must exit atleast four units between hexes 0123 and 0130,inclusive, by the end of the game and destroyat least five British units. If they do not do this,the British win.

DEFENSE OF BLAGNY, 5 June 1940The British 51st Highland Division had beenattached to the French Army as a publicrelations move. Unfortunately, this led to thisfine unit being cut off from Dunkirk. Most ofthe division was captured at Ste. Valery-sur-Caux, but three battalions escaped, thankslargely to the efforts of the 7th battalion, Argylland Sutherland Highlanders. Together withthe remnants of the Fife and Forfar Yeomanry,they held off the vanguard of the 8th PanzerDivision at Blagny on 5 June 1940. TheGermans proved unable to penetrate theBritish defense, until parallel columns werecalled back to surround the town. After an epicdefense, the Highlanders attempted a break-out, and most were captured. But they hadgained the necessary time for their comradesto evacuate. - DCIBRITISHsix inf, three French inf, one 2Lbr, two French25mm, two M-6, two trucksDeploy: The area between rows 1600 and3200, inclusive.Panic Level: 2GERMAN.'six Pz38(Cz)' two Pzl, one Pzll, six inf, six APCDeploy: Enters the map turn 1 between hexes0016 and 0154 inclusive.Panic Level: 1Game Length: twelve Game-Turns

Victory Conditions: At the end of the game,the German player must have the road from0217 to 3653 clear of British units. For theGerman to do this, there must be noundisrupted British unit within three hexes ofany hex of this road.

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KAIROUSE CROSSROADS, 2 June 1941When the British were forced to invade VichySyria to secure the northern flank of theMiddle Eastern theater, most of the meagerforce of French armor in southern Syriagathered at Kairouse Crossroads. They wereattacked by the Australian Light Horse in lighttanks, the 2/13th Battalion, A.I.F., of infantry,supported by British Matilda tanks. The Frenchresisted at first, but as the Australiansadvanced, they began to surrender and thecrossroads was soon in Australian hands. Dueto lack of detail, the French OB is a matter ofconjecture. - DCIAUSTRALIANS:(a) four M-6, one inf, one APC(b) one A12, five inf, one 2Lbr, five APC,one truckDeploy: (a) within 3 hexes of 3921(b) within 3 hexes of 2532Panic Level: 2VICHY FRENCH'five inf, two FT17, one R35Deploy: within 2 hexes of 2620Panic Level: 5Game Length: seven Game-TurnsVictory Conditions: The Australians mustoccupy hex 2620 at the end of the .gamewithout losing more than five units.

MINSK HIGHWA Y, 28 June 1941As a kampfgruppe of the 29th MotorizedDivision advanced up the road to Minsk, itfound its way barred by a phalanx of Russianarmor, namely the 67th Tank Brigade. TheGermans went into action, deployed quickly,and destroyed most of the Russian tanks withtheir coordinated tank and infantry attacks.The Russian armor, although outnumberingthe Germans, was not as tactically skillful andlacked much supporting infantry. This wastypical of many Russian defeats in the earlydays of the war. - DCIGERMAN:four Pzlll, three PzIV, one Pzll, three inf, one37mm AT, three APC, one truckDeploy: In town 1.Panic Level: 1

RUSSIAN.twelve BT7, one inf, one truckDeploy: within four hexes of hex 2525. Nostacking for initial set-up.Panic Level: 5Game Length: seven Game-TurnsVictory Conditions: Germans must destroy atleast eight Russian units while losing less thanfive of their own units. If they do not do this,the Russians win.

PRABANG SUONG, 9 January 1942One of the most surprising aspects of thedisastrous Malayan campaign was the effec-tive use of Japanese tanks in the jungle terrainwhere much of the fighting took place. NearPrabang Suong, however, the Japanese tanksran into units of the 8th Australian Division.Most of the Japanese tanks were destroyed asthey tried to rush the Australian anti-tank gunsdug in along the sides of the road. The

Australians, however, found that infantry ofthe Imperial Guards division had infiltratedbehind their position, forcing them to abandonthe guns and fight their way out on foot.

-DCIAUSTRALIANS:(A) one 2Lbr AT, one truck(b) three British inf(c) three British infDeploy: (a) on hex 3009, entrenched(b) within one hex of 3509(c) within one hex of hex 2708Panic Level: 4JAPANESE:(a) three T97(b) three ·inf (Fr)(c) three inf (Fr)Deploy: (a) on hexes 2818, 2820, and 2721(b)· adjacent to hex 2108(c) adjacent to hex 3516Panic Level: 1Game Length: eleven Game-TurnsVictory Conditions: To win, the Japanese mustdestroy at least five Australian units and havean infantry unit adjacent to hex 3001 at theend of the game.Special Rules: Consider all hexes, with theexception of road hexes, to be forest hexes.Tanks may not enter forest hexes. Road hexesare unchanged.

BELGlUM, 1940This scenario is based on actions which tookplace when French and Belgian cavalry tried todelay the German panzer drive through theArdennes. The French Light Cavalry Divisionshad one motorized brigade and one horsebrigade "combined." In practice, they wererarely able to combine effectively. - CCSFRENCH:eight cavalry, two 25mm (Fr). one 75mmH (Fr),three H39, two S35, three inf, three trucks,three APCDeploy: In the corner of the map around Town2 below the river. Up to two units may bedeployed in Town 1. Infantry and artillery maybe entrenched at the start.Panic Level: 3GERMANS:two SkFz 221, six inf, two PzIV, two Pzlll,three Pzll, two 81mm mortars, four trucks,four APCDeploy: Enter on road at hex 0127 in columnPanic Level: 1Game Length: fifteen Game-TurnsVictory Conditions: The German must exit tenunits off the map within four hexes of 3653 or3950. The French must prevent this to win.Trucks and APC do not count for units exited.Special Rules: The river is unfordable between2354 and 2442. The Germans may plot twolevel bombing attacks on the fourth Game-Turn or any thereafter. After each levelbombing attack, the Germans may plot onestrafing attack per Game-Turn for two turn~;

UKRAINE, 22 June 1941This scenario is based on a counterattackattempted by the 53rd Cavalry Regiment of the

Soviet 34th Cavalry Division with the 91stBorder Detachment near the Soviet-Polishborder in the afternoon of 22 June 1941. Thiscounterattack ran head-on into elements of theGerman Sixth Army and First Panzer Group.

-CCSSOVIETS.three inf, twelve cavalry, six BT7, two 75mmH(Frl. five trucksDeploy: cavalry and infantry deploy within twohexes of hex 0722. Tanks and artillery deploywithin two hexes of 2126.Panic Level: 3GERMANS:six inf, two 37mm, one 105mmH, three PzIV,three Pzlll, two Pzll, five trucks, four APCDeploy: within six hexes of 1910Panic Level: 1

Game Length: ten Game-Turns

Victory Conditions: The Soviets must exit atleast twelve units off the map between hexes0101 and 3901. The Germans must destroy atleast thirteen Soviet units. Any other resultis a draw.Special Rules: The Germans have three divebombing attacks which they may plot on thethird turn or any Game-Turn thereafter. On theGame-Turn after the dive bombings areplotted, the Germans have two strafing attackson each of the next two Game-Turns.

LUZON, 2 January 1942This scenario is based on the occupation of theCalumpit bridges, on Luzon Island in thePhilippines, by the Japanese 7th TankRegiment. - CCS

JAPANESE:eight T97Deploy: enter between hexes 0154 and 0127Panic Level: 1

FILIPINO-UNITED STA TES:six inf (Fr}. one 37mm (Ger), three PzlIlDDeploy: infantry and artillery within two hexesof 1740. Tanks enter between hexes 3954 and3949 on Game-Turn four.Panic Level: 3Game Length: ten Game-TurnsVictory Conditions: The US-Filipino Playermust get at least three infantry units to Town 2by the end of the game. The Japanese musthave hex 2341 covered by "opportunity fire"from at least four tanks on Game-Turn ten.Any other result is a draw.Special Rules: The PzlllD represents early USM3 light tanks.

RUSSIA, 1918-1919This represents the sort of wide-open combatactions which were typical of the Russian CivilWar - the only great maneuver war of theearly twentieth century. Both sides madeextensive use of cavalry, often combined. withwhat home-made armored cars were available.The armored train was frequently the onlysource of heavy firepower, given the state ofthe roads at the time. The train was alsofrequently the source of command, supply,reserves and moral support.

Note: If you prefer, for ideological purposes,you can always call the attacking force theWhites and the defender the Reds, since therewas, in fact, very little difference in the tacticsemployed by the two sides. - CCS

REDS.nine cavalry, one Rolls Royce AC, one PzlVEDeploy: along the edge of the map betweenhexes'Ol54 and 2253Panic Level: 2

WHITES:six inf (Bus). one inf (Ger), one 75mmH (Fr),four entrenchmentsDeploy: within five hexes of 1839Panic Level: 4

Game Length: twelve Game-Turns

Victory Conditions: The Reds must occupy allhexes of Town 1 at the end of Game-Turntwelve.

Special Rules: The PzlVE represents anarmored train. It can only move on the road0954-1740-1839-3550-3950, which representsthe railroad. It has a Movement Allowance of20. All other roads are ignored. Any hex of therailroad may be attacked by H-Fire. The RR isconsidered a stationary target. A result of 03on a RR hex makes that hex impassable fortrain traffic for the remainder of the scenario.The German infantry unit represents a heavymachine-gun battery. It has a DefenseStrength of two, rather than the printed factor.Otherwise, all factors for this and the PzlVEunit are as printed.The Reds may plot one strafing attack perGame-Turn for three consecutive turnsstarting any turn after Game-Turn two.

SCENARIOSThese scenarios follow the same format asthose found in Desert War. One selects asituation and then decides what force will bethe Defender and what force will be theAttacker. The map to be used for the Africascenarios should be the Desert War map andthose scenarios that occur in Russia shoulduse the Kampf Panzer map or one of theplayers' own design.

AVAILABLE FORCES, RUSSIA

GERMANAll German forces have a Morale rating, forPanic, of 1.

ATTACK FORCESJune '412 Pz II3 pz III 02 pz IV E4 Infantry4APC337mm AT250mm AT2 105mfn hwtzr.2 Trucks

July '413 Pz III 02 pz III G2 Pz IV E3 Infantry3 APC3 37mm AT2 50mm AT2 105mm hwtzr.2 Trucks

Sept. '415 Pz III G2 Pz IV E4 Infantry4APC350mm AT237mm AT2 105mm hwtzr.2 Trucks

Nov. '413 Pz III G2 pz III J4 Infantry4 APC3 50mm AT2 88mm AT3 105mm hwtzr.3 Trucks

Dec. '412 pz III G2 pz III J5 Infantry5APC450mmAT1 88mm AT3 105mm hwtzr.3 Trucks

2ndOtr. '425 pz III J2 Pz IV F4 Infantry4 Trucks450mmAT2 75mm AT3105mm hwtzr.3 APC

4th Otr. '424 pz III J2 Pz IV F2 Stuglll A5 Infantry5APC375mmAT3 Wespe

mid '435 Pz IV H2 pz V2 pz VI A2 Stuglll F

DEFENSE FORCESlate '4110 Infantry450mmAT3 105mm hwtzr.3 Off map H

194310 Infantry5 Trucks4 75mm AT2 88mm AT3 Stuglll F4 105mm hwtzr.4 Off map H

1st Otr. '424 pz III J2 Pz IV F4 Infantry7 APC3 50mm AT1 88mm AT3 105mm hwtzr.

3rd ou. '425 pz III J2 Pz IV F4 Infantry4 Trucks4 50mm AT2 75mm AT3 Wespe

early '432 pz III J2 pz IV H2 Stuglll F5 Infantry5 APC3 75mm AT2 Wespe

late '433 Infantry3 APC2 Marder III2 Wespe

194210 Infantry5 Trucks4 75mm AT3 Stuglll A3 105mm hwtzr.4 Off map H

RECON FORCE8 SdKz 2323 Infantry3 APC2 pz II F (special speed: 15)

RUSSIANAll Russian infantry have a Panic of 3, whiletank and other mobile units other than mobileinfantry have a Panic of 5, in 1941. Every yearPanic drops one level.

A TTACK FORCES1941 194220 BT-7 15 T-34A4 T-34A 4 KV-1A2 KV- 1a 4 T -7012 Off map H 41nfantry

(Dee only) 12 Off map H

194318 T-34C4 KV-1C2 SU-1524 Infantry18 Off map H

13

SPECIAL RULE: All Russian infantry units maybe transported by tanks (see Kampf Panzer,14.5). All Russian H is plotted and executed onthe first Game-Turn. This reflects thepre-offensive barrage. A roll of 1, 3, or 5 willscatter the H one hex while a 2, 4, or 6 willscatter it two hexes.

DEFENSE FORCES194112 Infantry445mm AT3 Off map HReinforcements:Game-Turn 42 T-354 BT-7

194212 Infantry2 45mm AT4 76mm AT4 Off map HReinforcements:4 T-34A2 KV-1A

194312 Infantry2 45mm AT4 76mm AT4 Off map HReinforcements:6 T-34C

RECON FORCES4 Ba-322 Ba-644 T-70

AVAILABLE FORCES, NORTH AFRICA

ALLIEDAll Allied forces have a Morale rating forPanic of 2.

RECON FORCES12 Daimler Mk I6 Stuart4 Infantry4 APCATTACK FORCESInfantry Assault Forces may be built bysubstituting, in the Infantry Defense, infantrysupport tanks (Matilda, Valentine, or Churchill)instead of AT guns.

SITUA TlON NR. 5: Convoy RaidROLES: Variable; either may be the .attacker.FORCES: German: Recon Force, as Attackerand add 20 Trucks as Defender; Allied: Sameas the German except use Allied Recon Forces.INITIAL DISPOSITION: Deploy positionssecretly and not less than five hexes from mapedge. Defender enters map from X or Z andmust exit Trucks off the opposite edgeof the map.REINFORCEMENTS: NoneGAME LENGTH: sixteen Game-TurnsVICTORY CONDITIONS: Trucks destroyed orunable to exit map (for attacker) versusnumber of Trucks exited (for defender). Largernumber wins.SPECIAL RULE: Trucks have panic level of 5and always panic full Movement PointAllowance. On the first Game-Turn, convoyenters map at half speed. -JF

SITUA TlON NR. 6: KurskROLES: Germans are the Attackers, and theRussians are the Defenders.FORCES'German: Two Assault Forces of summer 1943.Russian: Two Defense Forces with AssaultForce as reinforcements, of 1943.

14

INITIAL DISPOSITION: Russian Defendermust entrench both Forces. The GermanAttack enters the map from the west edge.REINFORCEMENTS. On Game-Turn 6, aRussian Assault Force enters on the east edgeof the map.GAME LENGTH: IndefiniteVICTORY CONDITIONS: Destroy all opposingunits.SPECIAL RULES: No transport for theRussian player. The map to be used shouldconsist of at least 1 town of twelve to fifteenhexes in total area and a large hill covering anarea of twenty hexes. Upon that hill should beone or more smaller hills. This is a five playerscenario. Each player should command hisown Force. The German players may speakfreely between Game-Turns but not duringplotting phase. The Russian players can onlycommunicate through a written message.

-JF

SITUA TlON NR. 7: Infantry DefenseROLES: Russians are the Defenders and theGermans are the Attackers.FORCES.Attacker: Attack ForceDefender: Defense ForceINITIAL DISPOSITION: Using the Kampf-Panzer map, the German player sets up fromthe Y edge to hexes 0110-3910. In June '41, theRussian player sets up within 10 hexes of thatline. In August '41, the Russians deploy within10 hexes of row 0130-3930; September '41.REINFORCEMENTS: On Game-Turn 5, Rus-sian reinforcements enter from map edge W,X, or Z. Use, instead of 2 T -35, 4 Valentines(Iend-Ieasel and add 4 infantry.GAME LENGTH: sixteen Game-TurnsVICTORY CONDITIONS: There are twoconditions for victory. The Attacker must getfour or more units into Town 1. A clear roadfrom side Y to any other map edge must befree of enemy ZOC. If these conditions are notmet then the Defender wins. For a draw theAttacker can sever all roads leading into orfrom Town 1.SPECIAL RULES. The Russian Player has no HFire. 4 75mm howitzers are added to theDefender. Russian Infantry may "fire" atadjacent hard targets using its regular(undoubledl Attack Strength. This simulatesthe use of 14.5mm A Trifles. - JT

SITUA TlON NR. 8: Meeting EngagementROLES: Variable; either player may be theAttacker.FORCES.Russian: Attack ForceGerman: Attack ForceINITIAL DISPOSITION: One player enters themap on a road from size Z, the other enters onroad from side X. The first Game-Turn has allmovement being plotted on the road. Allmovement is at half Movement Allowance.After Game-Turn 1, panic occurs and all unitsare free to leave the road.REINFORCEMENTS: noneGAME LENGTH: sixteen Game-TurnsVICTORY CONDITIONS: The Attacker mustexit. nine units off the edge of the map withinfifteen hexes from where the Defenderente.red. If the Defender keeps five units inTown 1 and 2 it is a draw. The Defender wins ifnine units are not exited. - JT

ADDITIONAL UNITS FORKAMPFPANZER AND DESERT WAR

FRENCH

H35

AMR35

AMC

D2

FCM 36

Panhard AC

Cavalry

GERMAN

JzpzI

SdKz 221 AC

SdKz 222 AC

SdKz 232 AC

Pz35(tl

PzIVH

PzV

Stuglll A

Stuglll F

Wespe

M'cycle inf

81mm mtr

105mm hwtzr

-I-<

AS -g2 A

2 A

2 A

4 A

2 A2 A

4 R

5 A

3 R2 A

2 A

3 A

10 M

12 M5 M9 M

H

6 RHH

AMERICAN

M8AC 5 M 10

M20 5 R 5

M3-105 H 50

ITALIAN

M3/35tkt 4 R 5

Sem75/18 5 M 10

JAPANESE

T-94 2 R 5

T-89B 4 A 8

BRITISH

A9 5 A 10

Rolls Royce AC 5 R 5

Daimler Mk I (dl 4 A 10

Morris AC 5 R 5

AEC Mk I (d) 4 A 10

Humber Mk I (dl 5 R 5

Mk IV Female 15 R 5

Mk IV Male 6 M 10

Whippet 7 R 5

Vickers6-Ton I 5 R 5

Vickers6-Ton 113M 9

RUSSIAN

T-26

T-28C

T-34A

KV-l

T-60A

T-40A

T-70T-40

Ba-32 AC

Ba-64 AC

T-37 amph tk

6 A 15

5 M 10

6 M 15

6 A 15

1 A 5

2 A 5

6 A 15

3 R 56 A 15

5 R 53 R 5

so<::0 CD

Cll 3cE CDCD DS 2.

3 81 15

4 12

4 74 72 22

2 4

855

10

854

10

5555

24

24

10

20

100

10

20

100

1 10

1 18

1 19

1 15

2 11

7 10

11 12

8 10

8 10

1 10

6 20

3 11 0

2 18

2 18

3 15

1 8

2 8

1 11

2 7

1 12

1 20

1 25

1 23

2 21

1 221 21 21 41 10

1 10

1 8

5 10

5 15

9 93 12

1 13

4 16

1 13

1 18

1 18

1 14

45mm AT

76mm AT

122mm Gun

SU-152

Cavalry

POLISH

TKS

7TP

7TPbis

TK3

TK3a

Wz34AC

Wz34a AC

(dl = These units mayDesert War.

6 A

6 M

H

H

4 R

2 R 52 A 8

2 A 8

2 R 52 A 5

2 R 52 A 5

only be

15 4

15 450 225 10

4 2

ooo84

1 11

2 84 81 12

1 12

1 19

1 19

used in

RULES FOR ADDITIONAL UNITS

CAVALRYCavalry moves exactly as infantry for terraineffects.Cavalry may "charge" up to eight hexes, in astraight line, or as nearly as the geometry ofthe map will permit, over clear terrain only.Such a charge must end with the overrun of asoft target urutts).In an overrun, a cavalry unit is doubled.In an overrun at the end of a charge a cavalryunit is tripled.At the end of the Game-Turn in which a chargeand overrun has taken place, all cavalry unitswhich have charged and overrun are auto-matically Dl. This is in addition to any othereffects suffered during the Game-Turn by thatcavalry unit. This Dl effect does not take placeunless the charge and overrun is carried out.

81mm mortarsWhen the die is rolled for the H results table forthe 81mm mortars, add one to the die rollresult in all cases. A result of seven on the dieis treated as six.

Other than the above, 81 mm mortars aretreated just as any other artillery in Kampf-Panzer.

105mm howitzerWhen the die is rolled for the H results table forthe 105mm howitzer, subtract one from the dieresult for all cases. A result of zero is treated asone. Other than the above, 105mm howitzersare treated just as any other artillery inKampf Panzer.

-CCS


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