The action takes place to the West of the railway line and
involves the breaching of an anti-tank ditch to permit the passage of armoured
German forces are the II/2
PzGr battalion, III/2 PzGr armoured
infantry battalion, the II/1 Pz battalion, the Tiger company, attached StuG
and engineers. These formations were opposed initially by
remnants of the 26th Tank Brigade and infantry of the 2/58th
Motorised Rifle Battalion. Having dealt
with these, the Germans came up against the 3rd/26th Guards
Airborne Rifle Battalion, backed by the 1st/26th Battalion.
The I/2 PzGr battalion
appears to have fought along and to the east of the railway line during this
part of the day, initially against the 227th Rifle Regiment. Both these formations are excluded from the
scenario to provide players with manageable forces. Other formations of both
sides fought on the flanks of the action covered and their presence and effect
on this scenario are simulated by the boundary lines which tightly define the
area of the map available.
|Start||Jun 11, 1943 10:30:00 AM|
|End||Jun 11, 1943 2:30:00 PM|
4/3 thru 7/5
Historically the weather was cloudy with local
thunderstorms during the day. The ground was wet and heavy going for all
Wind ? none
Precipitation ? Heavy Rain (see scenario rules)
Fog - none
Ground - Wet
The terrain is gently rolling but crossed by balka -
ravines or gullies. Ground clutter reduces Observation range to 7 hexes.
The balka are
difficult to cross and virtually impassible to vehicles when wet. See the
Terrain effects Chart and Scenario Rules.
The anti-tank ditch is marked on the map.
First Player: Nazi Germany
Second Player: Russia
Artillery, Mortars and Infantry Guns:
- Russia: Only a Coy HQ or higher formation HQ may spot for IF arty/mortars. Only pre-planned fires may be called. Smallest unit of IF is a battery or company (also applies to ATGs for DF) - all units in the battery/company must target the same hex/target Unit and fire together. Communications are almost entirely based on telephone cable and are therefore more easily disrupted(?)- fires called for are not always received - roll 1D6; roll 1-2 and fire is not received.
- Germany: Only a Coy HQ or higher formation HQ may spot for IF arty/mortars. Calling for pre-planned fires operates without delay. Flexible fire - targets of opportunity - is also possible but there is a delay of 15 minutes before the fire arrives ? place IF counters on the time track to arrive 6 turns (15mins) from current turn. Smallest unit of artillery IF is a battery or company. Infantry guns and Mortars may fire by section including medium mortars integral to an infantry company.
Batteries or companies of any nation may spot for themselves - the battery/company HQ must have LoS to the target hex.
German Artillery/Air Bombardment:
After both players have set up but before Turn 1, the Russian player must apply the effects of the initial German artillery and air bombardment.
For each company roll 1D6. On a roll of 1-4 the company is Shaken.
Russian Pre-Plotted Artillery:
The Russian artillery battalion may use Indirect Fire (IF) on up to 6 pre-registered hexes within LoS of the Russian Infantry Battalion HQ. The Russian player notes these hexes on a piece of paper. During the game IF may be directed at these hexes as long as they remain in LoS of the Infantry Battalion HQ.
At the start of each turn, roll 1D6 ? on a roll of 1-2 there is Hvy Rain for the duration of that turn. If there was Hvy rain the previous turn, subtract 1 from the die roll.