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The General Vol 24 No 1 (17.98MB)

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Extra Equipment: 2 X BNC, 6 X MPL20AMO.<br />

4xPST3 (for LMG, MPL), 30XHGN3,<br />

2xNST, I8xBDA.<br />

b. Defenders: Special Forces A Team (-): 512; lC,<br />

IS, 2A; 2XGLR3+RFLlO, 1 xLMG17,<br />

1 xRFL19, 7xSMGIO (L2); 2xNST, 2xBNC,<br />

I 1 XBDA, 10 xGLR3AM0, 3 1 xHGN3 and/or<br />

HGN5, 1 XPST (for LMG), 1 xPMN2 (<strong>24</strong>5-169-76<br />

points).<br />

D. VICTORY CONDITIONS: <strong>The</strong> American<br />

player receives two victory points for each surviv-<br />

ing soldier, regardless of wounds, that exits the map-<br />

board during Turn 3. <strong>The</strong> Soviet player gets two<br />

victory points for each surviving soldier, regard-<br />

less of wounds and including soldiers in vehicles,<br />

that exits the western edge of the board during<br />

Turn 3.<br />

"OBJECTIVE FRANKFURT"<br />

<strong>The</strong> city of Frankfurt and the nearby bases at<br />

Mainz and Wiesbaden were indispensible to West<br />

Germany and the NATO war effort. <strong>The</strong> Soviet<br />

High Command realized this as well, and made the<br />

Rhine-Main area one of their most important ter-<br />

ritorial objectives. <strong>The</strong> American formation with<br />

responsibility for defending the state of Hesse was<br />

the 3rd Armored Division, headquartered at Frank-<br />

furt. On a foggy morning, leading elements of the<br />

Soviet 8th Army encountered lightly fortified<br />

elements of that American division.<br />

A. MAPBOARD TERRAIN: Use all standard ter-<br />

rain values and heights. Ignore buildings and fences;<br />

consider them clear terrain. All roads are paved.<br />

B. SPECIAL RULES: Game length is 6 Turns.<br />

American units may exit off the sides of of map-<br />

board 3; the Soviet units, off the sides of mapboard<br />

1. Soviet units may also exit off the west edge of<br />

mapboard 3-but only to satisfy victory conditions.<br />

American forces set up on any hex of mapboard 3.<br />

Soviet infantry squads may set up on any hex of<br />

mapboards 2 or 1; Soviet tank squad may set up<br />

only on mapboard 1.<br />

WEATHER: <strong>No</strong>rmal.<br />

VISIBILITY: Condition 2, Fog.<br />

FIRES (OP): Wet.<br />

C. OPPOSING FORCES:<br />

a. Attackers: Soviet Union Motorized Infantry<br />

(1436-13<strong>24</strong>-1 12 points).<br />

Tank Squad: 312; IS, IA; 2 xPST4.2xSMG11,<br />

4 xRFL1, 2 x MBT16 (T62A: "L" Equipment).<br />

1st Motorized Infantry Squad: 312; lC, IS, IA;<br />

l xSMGlI, 2xLMG4, l xMPL20,6xRFLI;<br />

1 x BPD, 2 x NST.<br />

2ns Motorized Infantry Squad (-): 312; IS, IA;<br />

1 XMMG4, I XMPL20, 6xRFLl; I xBPD,<br />

2 x NST.<br />

Grenade Launcher Squad: 312; IS; 2 xGLRI,<br />

3xRFLI.<br />

Extra Equipment: 1 xRDO, 2 XBNC,<br />

2 XGLRIAMO (groups of 30), 6xMPL20AM0,<br />

30XHGN3, 7XPST (for LMG, MMG, MPL,<br />

GLR), 14XBDA.<br />

b. Defenders: American Mechanized Infantry<br />

(992-826- 166).<br />

1st Mechanized Infantry Squad (+ , includes<br />

truck crew): 412; IS, 1A; 2 xGLR3 +RFLIO,<br />

2xLMG17, 7xRFL10, IxTRK3 (Weapon<br />

42); 2 xBPD, 2 xNST.<br />

2nd Mechanized Infantry Squad (+): 512; lC,<br />

IS, IA; 2xGLR3+RFLlO, I xLMG4,<br />

4xRFL10, 1 xMPL8; 1 XBPD, 1 XNST.<br />

Extra Equipment: 2 X RDO, 2 X BNC,<br />

4 x MPL8AM0, I0 xGLR3AM0, 30 x HGN3<br />

andlor HGN 5, 4 xPST1 (for LMG, MPL),<br />

4xLPL3, 19xBDA, 4xSFx, lVMN2.<br />

D. VICTORY CONDITIONS: <strong>The</strong> Soviet Player<br />

may win in one of two ways:<br />

1. If at any point during Turns 4 through 6, both<br />

American squads are panicked and both Soviet tanks<br />

have exited off the west edge of mapboard 3, the<br />

Soviets win immediately.<br />

2. If the above condition is not met, both players<br />

calculate victory points at the end of Turn 6. Each<br />

player receives two points for each enemy soldier<br />

killed or wounded, and four points for each enemy<br />

soldier captured. <strong>The</strong> Soviet player receives three<br />

points for each undestroyed tank that is upon or has<br />

exited from mapboard 3. <strong>The</strong> player accumulating<br />

the most victory points wins.<br />

"NUCLEAR BATTLEFIELD"<br />

<strong>The</strong> Warsaw Treaty Organization made surpris-<br />

ing initial progress on the <strong>No</strong>rth German Plain. <strong>The</strong><br />

WTO advance was so great that the NATO com-<br />

mand in Belgium concluded that an enemy break-<br />

through was a distinct possibility. After much<br />

deliberation, the heads of NATO's member govern-<br />

ments made the momentous and dangerous decision<br />

to authorize tactical nuclear weapons on the plain.<br />

A lone RAF Jaguar roared in over the rolling farm-<br />

land of lower Saxony and dropped a single bomb<br />

onto a Soviet tank division of the 3rd Shock Army.<br />

A brigade of the Bundeswehr's 7th Panzer-<br />

grenadier Division then advanced into the devastated,<br />

contaminated zone and launched a counterattack.<br />

<strong>The</strong> NATO allies did not yet know whether the FRG<br />

could be saved, but it was clear that the genie was<br />

out of the bottle.<br />

A. MAPBOARD TERRAIN: Use all standard ter-<br />

rain heights and values. Treat all trees as abatis,<br />

reduceable to stumps. Ignore all buildings and<br />

fences; treat as clear. Roads are paved. Radioactive<br />

environment (see Option 27).<br />

B. SPECIAL RULES: Game length is 5 Turns.<br />

Soviet units may exit off any edge of mapboard 3;<br />

West German units may exit off any edge of map-<br />

board 1. <strong>The</strong> Soviet player sets up first in any hexes<br />

of mapboard 3. West German player sets up second<br />

on mapboard 1, within six hexes of the west edge<br />

of the mapboard-and then has one "bonus" Im-<br />

pulse Phase.<br />

WEATHER: <strong>No</strong>rmal<br />

VISIBILITY: Condition 1<br />

FIRES (OP): <strong>No</strong>rmal.<br />

C. OPPOSING FORCES:<br />

a. Attackers: West German Panzergrandier Infantry<br />

(1043-898-145 points).<br />

Ad Hoc Vehicle Squad: 312; IS, IA; 3 xPST2,<br />

2xRFLl1,2xSMGlO, 1 xMBT7, 1 XIFVIO.<br />

1st Panzergrenadier Squad (+): 312; IC, IS,<br />

IA; 1 xLMG5, 8xRFLI1, 1 xMTR8.<br />

2nd Panzergrenadier Squad: 312; IS, 1A;<br />

1 xLMG5, 6xRFL11.<br />

Extra Equipment: 2 XBNC, 2 XRDO, 20xNBC,<br />

17 xBDA, 40 xHGN3 andlor HGN5. 4 xRGN2<br />

andlor RGN4,5 x MTR8AM0, 1 X LPL, 3 X PST2<br />

(for LMG, MTR)<br />

b. Defenders: Soviet Union Motorized Infantry<br />

(600-479- 12 1 points).<br />

1st Motorized Infantry Squad: 412; IC, IS, IA;<br />

2 xLMG4, I xMPL20, I xPST4, 5 xRFL1,<br />

1 xRFL19, 1 xSMGI1.<br />

2nd Motorized Infantry Squad (+): 412; IS, IA;<br />

1 xMMG4, 1 xLMG4, 1 xMPL20,6xRFLl.<br />

Extra Equipment: I XBNC, 20 XNBC,<br />

5 x BDA, 45 x HGN3 andlor HGNS,<br />

8 x MPL20AM0, 1 x LPL5, 6 x PST3 (for<br />

MMG, LMG, MPL).<br />

D. VICTORY CONDITIONS: <strong>The</strong> West German<br />

player must have nine surviving, unwounded soldiers<br />

on mapboard 3 at the end of the game to win. For<br />

this purpose, the Marder counts as three soldiers<br />

and the Leopard as five.<br />

"THE EDGE OF HAMBURG"<br />

<strong>The</strong> great port of Hamburg was one of the prizes<br />

of northern West Germany. A separate state from<br />

the FRG, Hamburg sits astride the <strong>No</strong>rth Greman<br />

Plain at the junction of the states of Schleswig-<br />

Holstein and Lower Saxony; the Elbe estuary gives<br />

the city access to the sea and makes any flanking<br />

operation difficult. Though obsessed with the<br />

momentum of the offensive, Soviet marshals saw<br />

no alternative but to send WTO forces into the urban<br />

labyrinth. Units of the 6th Panzergrenadier Divi-<br />

sion, moving out of Schleswig-Holstein, defended<br />

Hamburg against the Soviet and Polish divisions that<br />

invested it to the north, east and south.<br />

A. MAPBOARD TERRAIN: Only mapboard<br />

panel 4 is used.<br />

All buildings are of listed height and are of stone<br />

construction. Roads are paved. Ignore all hills.<br />

B. SPECIAL RULES: Game length is 5 Turns.<br />

Polish units may exit off the south edge of the map-<br />

board; West German units off the north edge. Polish<br />

units may set up south of the east-west street and

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