Tactical Assault: Legendary Battles Anatomy of a … · Tactical Assault: Legendary Battles ......

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Tactical Assault: Legendary Battles Scenario Summary: Clearing The Village This scenario uses the Legendary Bales map Village #1. With this map, Balefield Distances are: Very Long - 20 Hexes, Long - 10 hexes, Medium - 5 Hexes, Short - 3 Hexes and Very Short - 2 hexes. The Battlefield German Forces For this scenario, the German forces consist of a depleted infantry company supported by an an-tank and mortar elements. The German force is well lead by very experienced leaders. Forces Forces (con’t) As the Russians seize the iniave around Kursk, and the armored forces begin racing forward, it falls to the lowly infantry to follow up and clear out any areas that have been bypassed by the fast moving spearheads. This bale represents one such mopping-up operaon. A small village and crossroads is sll held by a formidable German infantry force, and a Russian infantry unit has been tasked to clear it out. Without armored accompaniment, the Russians will have to use cauon (and stealth) to overcome the German defenders and recapture this small piece of the Motherland. This Battle During the long years of the Second World War, some of the most brutal fighng occurred on what is referred to as the Eastern or Russian Front. This is where the forces of Nazi Germany and Soviet Russia were locked in a tanic struggle of proporons never before seen in modern warfare. During the early phases of the German invasion of Russia (c. 1941-42) the German army was predominantly on the offensive, while the Russian forces fought desperately to stem the de of the German advance. Aſter a bruising summer campaign in 1942, and a catastrophic defeat at Stalingrad in the fall and winter of 1942- 43, the Germans had almost reached the end of their offensive capabilies. In the summer of 1943, the Germans planned for one more offensive but with more limited goals - to even out the front line and posion themselves for future offensive operaons. Their focus was on a salient in the line centered on the city of Kursk. Unfortunately, the Russians were of aware of the German plan and had prepared accordingly. In a costly week long campaign the German forces were stopped cold, and the strategic iniave passed over to the Russians for the first me in the war. Background German Units (w/Oponal Supplemental Cards) Infantry Unit Experience Rang: Veteran* 2 Base VP Each x 2 2 Base VP Each Infantry Unit Experience Rang: Proven* x 4 3 Base VP Each An-Armor Unit Experience Rang: Trained* x 2 * Oponal Taccal Assault: Experience Card to assign. 3 Base VP Each Heavy Weapon Unit Experience Rang: Veteran* x 3 4 Base VP Each Fire Support Unit Experience Rang: Proven* x 2 2 Base VP Each Command Unit Experience Rang: Hardened* x 1 2 Base VP Each Command Unit Experience Rang: Hardened* x 1 Russian Forces For this scenario, the Russian forces consist of a bale worn infantry company supported by a mortar secon. While the inherent leadership is not as experienced, the unit is helped by the aachment of veteran infiltraon teams. Russian Units (w/Oponal Supplemental Cards) Infantry Unit Experience Rang: Veteran* x 3 2 Base VP Each Infantry Unit Experience Rang: Proven* x 4 2 Base VP Each Tactical Assault: Legendary Battles Scenario Summary: Clearing The Village Sides alternate placing units on the balefield with the Germans placing the first unit. Units are deployed as follows: GERMAN DEPLOYMENT The Germans start the bale by selecng one corner of the map as their starng point. They then choose a usable hex adjacent to the corner and place their forces anywhere on the balefield within a Long + Medium Distance (15 hexes) of that “corner” hex. RUSSIAN DEPLOYMENT The Russian side is assigned the map corner diagonally opposite the German side. They then choose a usable hex adjacent to their corner and place their forces anywhere on the balefield within a Long + Medium Distance (15 hexes) of their “corner” hex. This set-up only applies to Russian units which start the bale on the balefield (i.e. not Infiltrator Units). FIRST TURN The Russian forces take the first turn. Set-Up Credits Designed & Wrien By: Dan Hobot Copyright © 2011 By Dan Hobot & Taccal Assault Games. All characters appearing in this work are ficous. Any resemblance to real persons, living or dead, is purely coincidental. Russian Units (w/Oponal Supplemental Cards) Infiltrator Unit Experience Rang: Veteran* x 3 3 Base VP Each Command Unit Experience Rang: Trained* x 1 2 Base VP Each Heavy Weapons Unit Experience Rang: Proven* x 2 3 Base VP Each Fire Support Unit Experience Rang: Proven* x 2 4 Base VP Each This scenario is designed and balanced so that it may either be played using the oponal Taccal Assault: Experience Cards TM or not. If the Experience Cards are used, you will need to adjust the Victory Point value of each unit based on the assigned Experience Rang. Optional Cards The following areas on the map represent the noted terrain: Map Symbols Woods Treat as Covering Template Terrain; Costs 2 Movement to enter. Buildings Treat as Covering Template Terrain; Costs 2 Movement to enter. Dirt Patches / Roads Decorave terrain only; No effect on movement or combat. Field Breaks / Berms Treat as Covering Linear Terrain; Costs 1 Movement to cross over. Fields Decorave terrain only; No effect on movement or combat. Victory Conditions USING THE TACTICAL ASSAULT: EXPERIENCE CARDS TM If the oponal Taccal Assault: Experience Cards TM are being used, then the first side to Eliminate 40 Victory Points (VP’s) worth of enemy units, or to Eliminate all enemy units on the balefield, wins. NOTE: If the Experience Cards are being used, unit Victory Point values must be adjusted based on the Experience Rang assigned to each unit. NOT USING THE TACTICAL ASSAULT: EXPERIENCE CARDS TM If the Experience Cards are not being used, the first side to Eliminate 20 Victory Points (VP’s) worth of enemy units, or to Eliminate all enemy units on the balefield, wins. TIME LIMIT: Maximum 2 Hours. If there is no clear victor at the end of the alloed me, then the side that has the most Victory Points by that me is the winner. Tactical Assault Games Games to Stimulate Your MindForces (con’t) * Oponal Taccal Assault: Experience Card to assign. Tactical Assault Games Games to Stimulate Your MindTM Taccal Assault: Legendary Bales™, the Taccal Assault: Legendary Bales™ banner logo and the Taccal Assault logos are trademarks of Taccal Assault Games & Dan Hobot. Copyright © 2011 by Taccal Assault Games. All rights reserved. Tactical Assault: Legendary Battles Anatomy of a Scenario Summary VISUAL ORDERS OF BATTLE The forces to be used in the scenario are laid out with visual recognion aids. Any addional required informaon is also included in a concise format alongside the visual aids. BATTLE SET-UP A descripon of the bale to be fought in the scenario. Included are events leading up to the bale, the forces involved and a basic overview of objecves. SCENARIO BACKGROUND A brief history behind the bale to give some perspecve and context to events. BATTLEFIELD PARAMETERS Summary of the map(s) to be used and the distance definions for the scenario. NOTES ON OPTIONAL EXPANSIONS Any special rules or adaptaons needed to incorporate expansion sets into the scenario. MULTIPLE VICTORY CONDITIONS Different condions for victory are offered - including ones based on playing me, objecves, the use of specific expansion sets, etc. MAP TERRAIN SUMMARY Terrain from the map is explained with visual aids and summaries of game effects. SCENARIO SET-UP Detailed descripons of how to set- up the forces involved in the scenario, their deployment areas, any delayed entry criteria, etc. SCENARIO TITLE Every scenario has a unique tle for easy recognion.

Transcript of Tactical Assault: Legendary Battles Anatomy of a … · Tactical Assault: Legendary Battles ......

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Tactical Assault: Legendary Battles™

Scenario Summary: Clearing The Village

This scenario uses the Legendary Battles map Village #1. With this map, Battlefield Distances are: Very Long - 20 Hexes, Long - 10 hexes, Medium - 5 Hexes, Short - 3 Hexes and Very Short - 2 hexes.

The Battlefield

German ForcesFor this scenario, the German forces consist of a depleted infantry company supported by an anti-tank and mortar elements. The German force is well lead by very experienced leaders.

Forces

Forces (con’t)

As the Russians seize the initiative around Kursk, and the armored forces begin racing forward, it falls to the lowly infantry to follow up and clear out any areas that have been bypassed by the fast moving spearheads.

This battle represents one such mopping-up operation. A small village and crossroads is still held by a formidable German infantry force, and a Russian infantry unit has been tasked to clear it out.

Without armored accompaniment, the Russians will have to use caution (and stealth) to overcome the German defenders and recapture this small piece of the Motherland.

This Battle

During the long years of the Second World War, some of the most brutal fighting occurred on what is referred to as the Eastern or Russian Front. This is where the forces of Nazi Germany and Soviet Russia were locked in a titanic struggle of proportions never before seen in modern warfare.

During the early phases of the German invasion of Russia (c. 1941-42) the German army was predominantly on the offensive, while the Russian forces fought desperately to stem the tide of the German advance. After a bruising summer campaign in 1942, and a catastrophic defeat at Stalingrad in the fall and winter of 1942-43, the Germans had almost reached the end of their offensive capabilities.

In the summer of 1943, the Germans planned for one more offensive but with more limited goals - to even out the front line and position themselves for future offensive operations. Their focus was on a salient in the line centered on the city of Kursk.

Unfortunately, the Russians were of aware of the German plan and had prepared accordingly. In a costly week long campaign the German forces were stopped cold, and the strategic initiative passed over to the Russians for the first time in the war.

Background

German Units (w/Optional Supplemental Cards)

Infantry UnitExperience Rating: Veteran*

2 Base VP Each

x 2

2 Base VP Each

Infantry UnitExperience Rating: Proven*x 4

3 Base VP Each

Anti-Armor UnitExperience Rating: Trained*x 2

* Optional Tactical Assault: Experience Card to assign.

3 Base VP Each

Heavy Weapon UnitExperience Rating: Veteran*x 3

4 Base VP Each

Fire Support UnitExperience Rating: Proven*x 2

2 Base VP Each

Command UnitExperience Rating: Hardened*x 1

2 Base VP Each

Command UnitExperience Rating: Hardened*x 1

Russian Forces

For this scenario, the Russian forces consist of a battle worn infantry company supported by a mortar section. While the inherent leadership is not as experienced, the unit is helped by the attachment of veteran infiltration teams.

Russian Units (w/Optional Supplemental Cards)

Infantry UnitExperience Rating: Veteran*x 3

2 Base VP Each

Infantry UnitExperience Rating: Proven*x 4

2 Base VP Each

Tactical Assault: Legendary Battles™

Scenario Summary: Clearing The Village

Sides alternate placing units on the battlefield with the Germans placing the first unit. Units are deployed as follows:

GERMAN DEPLOYMENTThe Germans start the battle by selecting one corner of the map as their starting point. They then choose a usable hex adjacent to the corner and place their forces anywhere on the battlefield within a Long + Medium Distance (15 hexes) of that “corner” hex.

RUSSIAN DEPLOYMENTThe Russian side is assigned the map corner diagonally opposite the German side. They then choose a usable hex adjacent to their corner and place their forces anywhere on the battlefield within a Long + Medium Distance (15 hexes) of their “corner” hex. This set-up only applies to Russian units which start the battle on the battlefield (i.e. not Infiltrator Units).

FIRST TURNThe Russian forces take the first turn.

Set-Up

Credits

Designed & Written By:Dan Hobot

Copyright © 2011 By Dan Hobot & Tactical Assault Games.

All characters appearing in this work are fictitious. Any resemblance to real persons, living or dead, is purely coincidental.

Russian Units (w/Optional Supplemental Cards)

Infiltrator UnitExperience Rating: Veteran*x 3

3 Base VP Each

Command UnitExperience Rating: Trained*x 1

2 Base VP Each

Heavy Weapons UnitExperience Rating: Proven*x 2

3 Base VP Each

Fire Support UnitExperience Rating: Proven*x 2

4 Base VP Each

This scenario is designed and balanced so that it may either be played using the optional Tactical Assault: Experience CardsTM or not. If the Experience Cards are used, you will need to adjust the Victory Point value of each unit based on the assigned Experience Rating.

Optional Cards

The following areas on the map represent the noted terrain:

Map Symbols

WoodsTreat as Covering Template Terrain; Costs 2 Movement to enter.

BuildingsTreat as Covering Template Terrain; Costs 2 Movement to enter.

Dirt Patches / RoadsDecorative terrain only; No effect on movement or combat.

Field Breaks / BermsTreat as Covering Linear Terrain; Costs 1 Movement to cross over.

FieldsDecorative terrain only; No effect on movement or combat.

Victory Conditions

USING THE TACTICAL ASSAULT: EXPERIENCE CARDSTM

If the optional Tactical Assault: Experience CardsTM are being used, then the first side to Eliminate 40 Victory Points (VP’s) worth of enemy units, or to Eliminate all enemy units on the battlefield, wins.

NOTE: If the Experience Cards are being used, unit Victory Point values must be adjusted based on the Experience Rating assigned to each unit.

NOT USING THE TACTICAL ASSAULT: EXPERIENCE CARDSTM

If the Experience Cards are not being used, the first side to Eliminate 20 Victory Points (VP’s) worth of enemy units, or to Eliminate all enemy units on the battlefield, wins.

TIME LIMIT: Maximum 2 Hours. If there is no clear victor at the end of the allotted time, then the side that has the most Victory Points by that time is the winner.

Tactical Assault GamesGames to Stimulate Your Mind™

TM

Forces (con’t)

* Optional Tactical Assault: Experience Card to assign.

Tactical Assault GamesGames to Stimulate Your Mind™

TM

Tactical Assault: Legendary Battles™, the Tactical Assault: Legendary Battles™ banner logo and the Tactical Assault logos are trademarks of Tactical Assault Games & Dan Hobot.

Copyright © 2011 by Tactical Assault Games. All rights reserved.

Tactical Assault: Legendary Battles™

Anatomy of a Scenario Summary

VISUAL ORDERS OF BATTLEThe forces to be used in the scenario are laid out with visual recognition aids. Any additional required information is also included in a concise format alongside the visual aids.

BATTLE SET-UPA description of the battle to be fought in the scenario. Included are events leading up to the battle, the forces involved and a basic overview of objectives.

SCENARIO BACKGROUND

A brief history behind the battle to give some perspective and context to events.

BATTLEFIELD PARAMETERSSummary of the map(s) to be used and the distance definitions for the scenario.

NOTES ON OPTIONAL EXPANSIONSAny special rules or adaptations needed to incorporate expansion sets into the scenario.

MULTIPLE VICTORY CONDITIONSDifferent conditions for victory are offered - including ones based on playing time, objectives, the use of specific expansion sets, etc.

MAP TERRAIN SUMMARYTerrain from the map is explained with visual aids and summaries of game effects.

SCENARIO SET-UP Detailed descriptions of how to set-up the forces involved in the scenario, their deployment areas, any delayed entry criteria, etc.

SCENARIO TITLEEvery scenario has a unique title for easy recognition.