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6 7 - Wizards of the Coast

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Victory Conditions<br />

At <strong>the</strong> end <strong>of</strong> turn 10 <strong>the</strong> Axis player needs to ei<strong>the</strong>r occupy or<br />

contest all seven city hexes on map Dog-1. Any o<strong>the</strong>r result is an<br />

Allied victory.<br />

Turn Record Chart<br />

Allied player deploys fi rst<br />

Roll randomly for initiative<br />

Commisar<br />

x15<br />

Mosin<br />

Nagant<br />

Vickers<br />

MG Team<br />

x2 x2 x2<br />

6 Pounder<br />

ATG<br />

PTRD-41<br />

AT Rifl e<br />

Map Confi guration<br />

Elements <strong>of</strong> 121st Rifl e Division, 47th Rifl e Corp, 13th Army may deploy<br />

according to map set-up rule #3.<br />

6th Co. 2nd Bn. Inf. Reg. GD may deploy anywhere<br />

in area AO Red 3.<br />

Red Army<br />

FO<br />

x2<br />

82mm<br />

PM-37<br />

6 7<br />

x9 x3 x3 x2<br />

Mauser Light SS Panzer- Wehrmacht<br />

StuG III<br />

Kar 98k Mortar grenadier OberLT<br />

Ausf. D<br />

Two platoons <strong>of</strong> 17th (Recon) Co. 5th Bn. Inf. Reg.<br />

GD may deploy anywhere in area AO Red 2.<br />

1st Platoon <strong>of</strong> 20th (Flak) Co. 5th Bn. Inf. Reg. GD<br />

may deploy anywhere in areas AO Red 1 or AO Red 2.<br />

x3<br />

BMW R75<br />

x4<br />

Sd Kfz 222<br />

Special Rules & Options<br />

1. This scenario may also be played using standard army construction<br />

rules. The Axis player should build an army consisting<br />

<strong>of</strong> no more than 150 points, with no more than 30 points spent<br />

on vehicles. The Allied player should build an army consisting<br />

<strong>of</strong> no more than 125 points. The Allied player may not purchase<br />

any vehicle units. In addition no more than 60 points may be<br />

spent on units that have a ranged anti-armor value higher than<br />

3.<br />

2. Disregard all roads on map Able-1 & <strong>the</strong> 3 Charlie-1 maps.<br />

1 2 3 4 5<br />

Grossdeutschland Campaign<br />

The Minsk Pocket<br />

Kamienka, Belorussia, 5 July 1941<br />

Reacting to <strong>the</strong> nighttime ambush <strong>of</strong> <strong>the</strong> 17th Company in Kaminka,<br />

elements <strong>of</strong> <strong>the</strong> 2nd, 4th, and 5th Battalions <strong>of</strong> Infantry<br />

Regiment Grossdeutschland attempt to drive <strong>the</strong> Soviet forces<br />

from <strong>the</strong> town.<br />

x2<br />

20mm<br />

Flak 38<br />

S C E N A R I O G D - 4<br />

4. Players may make <strong>the</strong> following changes to better balance<br />

this scenario:<br />

Axis: Replace all Mauser Kar 98k with SS-Panzergrenadiers.<br />

Allied: Add 2 PM-37 Mortars, reduce <strong>the</strong> turn limit to 7.<br />

Author: Travis Petkovits<br />

8<br />

9 10<br />

Platoon <strong>of</strong> 16th (640 Sturm Battery) Co. 4th Bn. Inf.<br />

Reg. GD may deploy anywhere in area AO Red 2.<br />

3. The Allied units that are deployed in AO Yellow during set-up<br />

are considered dug-in. As long as <strong>the</strong>se units do not move <strong>the</strong>y<br />

are considered to be in cover. If <strong>the</strong>y are already in a hex with<br />

cover, <strong>the</strong>ir cover save improves to a 3+<br />

END<br />

WWW.AXISANDALLIES.COM


Map Setup Notes<br />

1. Disregard all roads on map Able-1 & <strong>the</strong> three Charlie-1<br />

maps.<br />

2. Allied player deploys fi rst.<br />

3. Elements <strong>of</strong> 121st Rifl e Division, 47th Rifl e Corp, 13th Army<br />

may deploy anywhere in AO Green or AO Yellow. The Allied<br />

player is required to deploy a minimum <strong>of</strong> 10 units in AO Yellow.<br />

Grossdeutschland Campaign<br />

The Minsk Pocket<br />

S C E N A R I O G D - 4<br />

4. 6th Co. 2nd Bn. Inf. Reg. Grossdeutschland may deploy<br />

anywhere in area AO Red 3.<br />

Elements <strong>of</strong> <strong>the</strong> 102nd SS Panzer Battalion are deployed during <strong>the</strong> movement phase <strong>of</strong> Turn 4 according<br />

to special rule #4<br />

Special Rules & Options (cont.)<br />

5. If players wish, a larger battle may be played to refl ect <strong>the</strong><br />

full extent <strong>of</strong> <strong>the</strong> historical battle. In this version <strong>the</strong> Allied<br />

player needs to add 50 points <strong>of</strong> infantry to his/her army. They<br />

may choose from any Soviet unit (no Vickers, or 6-pounder)<br />

that is included in <strong>the</strong> normal scenario force. These units deploy<br />

as per normal Allied deployment rules.<br />

The Axis player needs to add 12 Wehrmacht Pioniers to <strong>the</strong><br />

Axis force. These units, representing <strong>the</strong> 18th (Pionier) Com-<br />

5. Platoon <strong>of</strong> 16th (640 Sturm Battery) Co. 4th Bn. Inf. Reg.<br />

Grossdeutschland may deploy anywhere in area AO Red 2.<br />

6. Two platoons <strong>of</strong> 17th (Recon) Co. 5th Bn. Inf. Reg. Grossdeutschland<br />

may deploy anywhere in area AO Red 2.<br />

7. 1st Platoon <strong>of</strong> 20th (Flak) Co. 5th Bn. Inf. Reg. Grossdeutschland<br />

may deploy anywhere in areas AO Red 1 or AO<br />

Red 2.<br />

pany may deploy in area AO Red - 1. The Pioniers have <strong>the</strong><br />

following stats: Speed 1, Defense 4/4, Anti-Infantry Attack:<br />

Short 10, Medium 6. Anti-Armor Attack: Short 7. The Pioniers<br />

are equipped with Flamethrowers (refer to <strong>the</strong> Marine M2-2<br />

card for rules).<br />

©2006 <strong>Wizards</strong> <strong>of</strong> <strong>the</strong> <strong>Coast</strong>, Inc., P.O. Box 707, Renton, WA 98057-0707, U.S.A. Avalon Hill, Axis & Allies, and <strong>the</strong>ir logos, are trademarks <strong>of</strong> Hasbro, Inc. in <strong>the</strong> USA<br />

and o<strong>the</strong>r countries. All rights reserved. ® denotes Reg. U.S. PAT & Office. Permission is granted to photocopy for personal use only.

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