6 7 - Wizards of the Coast
6 7 - Wizards of the Coast
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.