The battlefield is dominated by a huge copse of trees (scatter Rough and Woods terrain) surrounded by gentle grasslands. Each side may set up within 6 MU of their respective map edges. Both sides receive those units previously allocated from available forces. No units may begin the scenario dug in, although players may designate which are already moving at top speed. |
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Units withdrawn and placed into the next mission do not have their damage repaired or their ammunition replenished.
The winner in this engagement may add the following to their available forces for either of the next two missions:
If Soviet: 4 x KV-1C Tank (Rookie)
If German: 2 x PzKpfw II Ausf D Tank (Veteran)
II. Dragon's Ridge: 1100 Hours
The Soviets hold a fortified line situated along a rocky ridge. Consider the ridge Rough terrain, with a slope as described in the GK sourcebook (+1 MP to enter a ridge MU from the surrounding clear terrain). The Germans are attacking from a nearby forest split by several areas of clear terrain. There should be 5-10 MU of clear space between the last of this cover and the ridgeline itself. The Germans may set up anywhere within 15 MU of their map edge, and the Soviet units may be set up anywhere from the ridgeline back to their own map edge. The Soviet player may designate which units on the ridge are dug in or hull-down as the scenario begins. Soviet units in this scenario are entitled to their customary defensive morale bonus. |
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The winner of this engagement may add the following to their available forces for the final mission:
If Soviet: 3 x Model 39 AT Gun (Rookie)
If German: 2 x 5 x PzKpfw V Aust B "Valkurie" Walker (Veteran)
II. Crossing Under Fire: 1500 Hours
The dominant feature of the landscape is the Dnieper River, 2 MU wide, crossed only by a single sturdy bridge. The Soviet side of the riverbank should be scattered with Rough and Woods terrain. The German side of the riverbank should be mostly Rough with one or two patches of Woods. A dirt road bisects the map, leading to and from the bridge. Soviet units may be set up anywhere on the Soviet side of the river line, and may be dug in at the designation of the Soviet player. German units may be set up anywhere on the German side of the map at least 8 MU back from the river. Both sides receive those units previously allocated from available forces.
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The Russians, of course, sternly disapprove of the Germans' intentions and are prepared to argue their point.
The first side reduced to three or fewer operating units will lose this engagement.
Although I didn't realize it at first, I believe this scenario set gives GK players the most flexible and potentially educational command responsibility of any of my lot so far. In the first two scenarios, victory is determined by the side that breaks off and tries to cut its losses the soonest. In doing so, they lose one battle, but preserve some of their forces for the next engagement. Field exercises with General Eisenhower it ain't, but at least it's a bit better than the usual default victory condition of "last man standing."
For some reason, I'm having a major flashback to the "Close Combat" series of computer games... hmmm...