Russian Campaign

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Dieses Szenario wurde von Rüdiger R. (rex@gdg.de) erstellt.
Solltet ihr irgendwelche Fragen oder Anmerkungen haben, so wendet euch am Besten an ihn.


Special WiF - Scenario
Russian Campaign (May/Jun 1941 - Mar/Apr 1945):

Updated: 08. December 1998
No. of Turns: 24.
Last weather modifier: None. The dice-roll for the first impulse of the game is an '8'.
Maps used: Eastern European, but only north of Yugoslavia, Bulgaria, Turkey and Persia and not Sweden. The Scandinavian map is not available.
Initiative: Axis +1 box. No initiative roll on the first turn. The Axis starts with the initiative and must have the first impulse.
War status: Germany must declare war on the USSR on its first impulse.
US Entry: The US enters the war automatically in the first impulse of Nov/Dec 1941.
Reserves: Germany has called out its reserves, the USSR has not.
Control: As specified on the map except that:
Germany has conquered Poland (west of the partition line) and is aligned with Czechoslovakia, Finland and Rumania; and Transylvania is part of Hungary. Austria is part of Germany.
The USSR has conquered Latvia, Lithuania, Estonia and Poland (East of the partition line) and controls the Finnish border lands and Bessarabia.
Intelligence points: NA.


Off-map Production per turn:

CW: 1 build point in 1941 and 1942, 2 build points in 1943 and 1944.
USA: 2 build points in 1942, 3 build points in 1943, 4 build points in 1944.
Each Western Ally can save up to 5 build points off-map.
Germany: 19 factories, 1 oil & 17 other resources off the western map edge.
USSR: 7 factories, 7 oil & 12 other resources off the eastern map edge.
Furthermore, from Jul/Aug 1941, the USSR can receive 5 resources via Archangel (while not frozen) and/or Murmansk (you need CONVs to do this), if that port is Soviet controlled. Allied build points can be lend leased to the USSR via Archangel (while not frozen) and/or Murmansk (you need CONVs to do this), if that port is Soviet controlled.


Tranfer Pool:

The transfer pool represents naval conflict in off-map theatres. Use the Arctic Ocean sea area to represent the transfer pool (this sea area is an abstraction of the northern convoy routes). The normal sea area of Arctic Ocean is not in use!
The Allies need 2 CONVs to transport 1 ressource or build point to a Soviet controlled port. All Axis SUBs or Western Allies naval units not in the transfer pool (or arriving as reinforcements) are placed off-map.
To enter the transfer pool, all naval units must spend two movement points to reach the 0 section of the sea-box. All aircraft units must spend 8 movement points to reach the 0 section of the sea-box (starting from Petsamo, Murmansk or Archangel). An aborting naval unit in the transfer pool must sail off-map (the USSR can use Murmansk or Archangel instead). You cannot move from the transfere pool to the Baltic Sea or vice versa.


Special rules:

Soviet factories can be shipped off-map by railing them to the eastern map-edge for 3 rail moves each.
German units to be removed from game: 3 Arm Corps (GD, DAK & 1st SS), 1 Arm DIV (HG), 1 Mech (HG), 2 HQs (Rommel & Kesselring), 1 MTN (black print from 1935), all 3-turn fighters from 1941 or later, all aircrafts with an African camouflage from 1940 & 1941 (3 LND Stuka Ju-87D, 5 FTR Bf-109F), all anti-air guns, all MIL except Kiev, Königsberg & Breslau, all GAR except white print GAR units.
Each turn after the year 1942 the German player must remove 1 on-map German aircraft unit (FTR or LND, with pilot) plus 1 on-map German Corps or 2 other on-map German land units (except supply units) from game at the end of the reinforcement stage.
Each turn after the year 1941 the Soviet player must remove 1 on-map aircraft unit (with pilot) or 1 on-map land unit (corps or army) from game at the end of the reinforcement stage.
After the year 1942, the German player must roll a dice in every peace step. On a 1 or 2 the HQ Rundstedt must be removed from game.
The CW and the US can only build/repair CAs and CONVs.
Each turn after the partisan phase the Allied player rolls for strategic bombardment over Germany. In the first turn, there is 1 bombing factor, on the second turn there are 2 bombing factors, on the third turn there are 3 bombing factors and so on (... 24 bombing factors in the last turn). Ignore all asterix results or weather effects. During summer turns (May/ Jun & Jul/Aug) the Allied player rolls 2 dice instead of 1.
Turn all face down Western Allies' ships face up at the end of each turn. If you play with option 48 (Oil), every German or Soviet unit in the transfere pool is subject to this rule.


Special victory conditions:

Objectives are: each normal objective, each red factory, each ressource (other and oil, no SYNTH), each city in the USSR (except Chisinau). Remember: MOSCOW or hex E1630 counts as 3 objectives.
Germany: Each Sep/Oct turn the German player verifies his objectives. Add all points at the end of the game.
USSR: Each Mar/Apr turn the Russian player verifies his objectives. Add all points at the end of the game.
Victory: The player with the most points wins the game.


USSR Set Up 1941

Baltic Sea Ports

BB's: Marat, Oct. Revolution
CA's: Kirov, Maxim Gorkiy

Black Sea Ports

BB's: Paris Commune
CA's: Krasnyi Kavkaz, Molotov, Voroshilov

Europe

Timoshenko, Yeremenko, 3Arm, 3Mech, 3Mot, 1Mtn, 9Inf, 6Gar, 2Cav, 5GUN, 1Infdiv, 1Engdiv, 1Mechdiv, 1Skidiv, 8FTR(2), 2LND(2), 4LND(3), 2LND(4), 2SUB, 1TRS, 9P, 4CONV, 3Oil, 1OC

Construction Pool

CA-Chapayev, CA-Frunze, CA-Kuibyshev, CA-Zhelezniakov, SUB

Jul/Aug

Zhukov, 1Mot, 2Inf, Fort(1)

Sep/Oct

1Mot, Fort(1)

Nov/Dec

1Para, Fort(1)

Note: At least 25 of these land and air units must be within 2 hexes of German controlled hexes.


Commonwealth Set Up 1941

Off-map

Kenya, London, Norfolk, Sheffield, Suffolk, 10 CONV

Construction Pool

Jamaica

Repair Pool

Belfast, Berwick, Glasgow, Kent, Sussex

Jul/Aug

2 CONV

Sep/Oct

2 CONV

Nov/Dec

2 CONV


US Set Up 1942

Off-map

Augusta, Tuscaloosa, Vincennes, Wichita, 10 CONV


Germany Set Up 1941

Rumania/E. Prussia/Poland

Rundstedt, von Bock, von Leeb, 4Arm, 4Mech, 3Mot, 13Inf, 8FTR(2), 5LND(2), 6LND(3), 1NAV(3), 1OC, 13P, 4GUN, 2Infdiv, 1Armdiv, 1Mechdiv, 4Oil

Germany (except E. Prussia)

1Inf, 1Inf(SS), 1Gar, 2Mil, 2FTR(3), 1P, 1GUN, 1Engdiv

Rumania

Antonescu, 2Inf(Rum), 2Mil(Rum), 1Cav(Rum), 1Mtn(Rum), 1LND(Rum), 1P, Des Flot(Rum), 1CONV, 1GUN, 1Mtndiv

Finland

Mannerheim, 1Mot(Fin), 2Inf(Fin), 1Mil(Fin), 1Mtn, 2Skidiv(Fin), 1FTR(Fin), 1LND(2, Fin), 1NAV(4), 3P, 3CONV

Baltic Sea Ports

BB-Schlesien, BB-Schleswig-Holstein, BB-Tirpitz, CA-Adm. Hipper, 1TRS, 10CONV, 1SUB

Off-map

2SUB

Construction Pool

CV-Graf Zeppelin, CA-Seydlitz, 1SUB

Jul/Aug

1Mech(Fin), 1Mot(Rum), 2Inf, 1Para, 1LND(3), 1ATR(3), 2P, 1SUB[fd], 1SUB[fu]

Sep/Oct

1Arm, 1Mech(SS), 1SUB[fd], 1SUB[fu]


Note: You need SiF and PiF to play this scenario!.

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