easy eight’s
Created by Brad Sanders Devin Cooley Jim Bland
©
COPYRIGHT © 2000 EASY EIGHT ENTERPRISES, INC. 10036 CAE...
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easy eight’s
Created by Brad Sanders Devin Cooley Jim Bland
©
COPYRIGHT © 2000 EASY EIGHT ENTERPRISES, INC. 10036 CAENEN LENEXA, KANSAS 66215 www. battlegroundwwii.com 1•800•335•2977 All rights reserved. No part of this publication unless otherwise marked may be reproduced, stored in a retrieval system or transmitted in any form by means electrical, mechanical or otherwise, without written permission of the publisher. Printed in the United States of America
introduction
Welcome to Easy Eight’s RAGE ON THE REICH. This Scenario Pack revisits the Russian Front with an emphasis on Russian infantry and trench fighting. We hope you find this particular adventure to be historically informative, fun, and full of rules. Why Narva? We chose Rage On The Reich to take place at Narva because it is a lesser known battle to those of us in the Western World. It occurred at the same time as the more familiar Bagration (destruction of German Army Group Center). Narva, however, was a massive battle with approximately 250,000 participants. The outcome of Narva would see serious repercussions on the war in the east especially in regards to Finland, the Baltic States, and the overall German strategic positioning in the east. Perhaps most importantly, Narva was something different than found in most other wargames. The presence of SS foreign volunteers fighting the enraged Russian armies formally suffering at Leningrad was also very appealing: kind of a "Foreign Legion against the Hordes" kind of adventure. Rage On The Reich is designed to give Battleground gamers plenty of historical and gaming information for fighting on the Russian Front. It also is designed as an adventure from which gamers can create their own scenarios and gaming. We hope many of you continue the fight at Narva with the historical details and Orders of Battle included in this Scenario Pack. We also encourage any Battleground gamers who create good additional Narva scenarios to mail them to us for inclusion on our website. Finally, just a quick note to point out that scenarios
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are now formatted for use with the Play Sheets. If you have never played with the Play Sheets, now is your chance! They really add a lot of fun to any Battleground game and also form the basis for our new point system called "Easy's Eight's Battle Builder" (available free on our website late April 2000). All of the Play Sheets in Rage On The Reich include the new points of the new point system; we are also currently updating all of our Play Sheets with new points and will be posting these on our website. See the website for free updated Play Sheets, Easy Eight's Battle Builder rules, and other Support items! Thanks to the following in re to completion of Rage On The Reich: Special thanks to noted Soviet WWII historian David Glantz for his information and research on the Leningrad Front; we are very appreciative of his help, especially in regards to Russian Orders Of Battle (OOBs). A VERY BIG thank you to Russian linguist and friend Brannan Cass for his Russian transliteration and translation. Thanks to all Battleground WWII gamers who have given us their comments via mail or our website. All of your comments are welcomed and appreciated. Keep ‘em coming! Narva evokes passion and stands as a symbol: hope, despair, freedom, survival, and rage. This work is dedicated to the people of Narva and Estonia who have endured much suffering this century.
the plan For six months the battle for Narva would be waged between the Germanic people of Hitler’s Third Reich and Russians of the Leningrad Front. Steiner’s III SS Panzer Korps was a virtual foreign legion of Germans and Volksdeutsch (“Germanic” volunteers from Holland, Norway, Denmark, Belgium, Slovakia, Hungary, and Romania) formed into mostly SS units. For many of these European volunteers Narva would become a final resting place; for the survivors Narva would be both a legacy and a nightmare. The Russian troops of the Leningrad Front wanted revenge for the Germans 900 day siege of Leningrad. The rage of these bitter and blooded Russians soon found itself on Narva’s doorstep.
City of War
rumors along the narva “Narva must be protected until the last soldier. If the Russians take Narva, they will be soon in Köningsberg.” - Adolf Hitler A young Norwegian SS Untersturmfuhrer climbed ancient and cold stone steps up to the equally ancient and cold stone ramparts. The moon was full and casting a glow over Hermann Fortress, the centuries old protector of the Estonian city of Narva and the river bearing the same name. Enemy artillery rumbled in the distance as usual. The fireburst flashes from Russian artillery barrels could occasionally now be seen not far in the distance. The young officer, a second lieutenant in the volunteer Norwegian SS Regiment “Norge,” had heard the rumors and wondered how true they were. The Russians were heard to be massing for a final assault across the Narva River…… The rumors were true. For months the III SS Panzer Korps commanded by SS General Felix Steiner had held off Russian forces outnumbering his 80,000 troops at odds of 4 to 1. The full brunt of two Soviet Armies (2nd Shock and 8th Armies) were massed along the Narva River line opposing the most northern defenses of the German “Panther Line.” This line of defenses stretched from Narva in the north to beyond Vitebsk in the south and hopefully would hold any Soviet offensives in the north. One of the major keys to the Panther Line was the little town of Narva, situated along the Narva River bordering Estonia and the U.S.S.R. With its left hugging the Baltic and its right grasping the massive Lake Peipus, Narva stood as a chokepoint into Estonia and thus necessary to defend. Possession of this strategic location along the Panther Line prevented Soviet penetration along the Baltic coasts. The loss of Narva and the Baltic coastline would not only open the door to a Soviet invasion of Estonia, it also would lengthen already stretched supply lines. More importantly, Soviet seizure of Narva and Estonia threatened to knock Axis ally Finland out of the war.
The city of Narva was no stranger to war. Founded in the 13th Century by the Danes, Narva from its inception has marked the border between east and west. Located 8 miles south of the Baltic on the Narva River, the castle built at Narva established itself as a major trade center along the Baltic. Raids by Russian brigands on the castle and the town that had sprung up alongside it occurred in 1341 and 1367, each time resulting in the burning of the town. During this time the castle and town changed hands with the Danes handing over the castle and town to the German monastic knights of the Teutonic Order. The town was instantly fortifed and the castle defenses improved. The most notable improvement was the height added to the castle’s high keep, named “High Hermann.” From this the castle derived its name: Hermann Castle. To counter the threat of the castle and the Roman Catholic knights, the Russians constructed their own castle on a bluff across the Narva River at the end of the 15th Century. Called Ivangorod after Ivan III, this Russian castle would oppose Hermann Castle in the centuries to come. In 1558 Ivan IV took Narva but the Russian’s Swedish enemies attacked this new Rusian possession in 1577 and 1579. Two years later Narva fell to the Swedes. The Swedes modernized Narva, adding new bastions to Hermann Castle and Baroque architecture to the town. During the Northern War in 1700, Peter the Great of Russia besieged Narva, only to lose in battle outside of the city to Swedish forces commanded by King Charles XII. In 1704 however Narva fell once again to the Russians. Narva remained a Russian possession until 1920 when native Estonians revolted and gained their independence from the Bolsheviks. It was at Narva that the final victory was achieved and independence won. However, in 1940 Estonia and Narva were once again incorporated by the Russians, becoming a Soviet Republic. Narva then became part of the Third Reich the next year during the German drive on Leningrad. At this time modern Narva was a city of approximately 3500 buildings and a population of 16,000. Narva’s location along the Narva River made the city an excellent defensive position. The two castles not only defended the river they also marked two different parts of the
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the plan
Leningrad
Road / Bridg
e
Ivanogrod Castle Hermann Castle
Na
rva
Riv er
city. The eastern bank of the Narva River was founded by the Russians and known as Ivangorod (or Jaanilinn in Estonian) after the castle there. The western bank was known as Narva or “Old Town” and contained the original town and Hermann Castle. The southern portion of the city, known as Kreenholm, centered around an island in the middle of the Narva River and contained a factory and manufacturing complex. Perhaps though the most important obstacle was the Narva River itself. Approximately 160 yards wide, the cold Narva River flowed directly into the Baltic Sea. Two major bridges spanned the river at Narva adding even more importance to the location. A wooden bridge (known in Estonian as Puusild or “Wooden Bridge”) marked the road to Leningrad. The second was a vital railroad bridge (Raudsild or “Iron Bridge”). Both bridges would be key to any defense or assault on Narva. In addition to the city’s defenses, the terrain around Narva was also favorable to a defender. Marshy land to the south would thwart any serious flanking manuever around the city, especially enemy armor. The Baltic Sea to the north only eight miles away narrowed the front and also prevented large sweeping flanking movements in that direction. A few miles behind Narva are located the Blue Mountains (Sinimaed) marked by three hills running in an east to west direction respectfully: Orphanage Hill, Grenadier Hill, and Love’s Hill. These would form an excellent supporting position for any defense of Narva.
Breakout To Narva At the start of 1944, the Russians launched a massive counteroffensive to finally relieve the 900 day siege of Leningrad. Two fronts, Goronov’s Leningrad Front and Meretskov’s Volkhov Front, smashed into the German Eighteenth Army’s III SS Panzer Korps in the middle of a blizzard. The German forces reeled and in two weeks time the III Panzer Korps found itself retreated some 50 miles back to Narva along the former Estonian-Russian border. There the German forces set
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to digging into Narva. The Russians needed to capture Narva for both military and political reasons. Narva’s location along the Black Sea made the city impossible to ignore. Russian possession of the city would certainly give the Russians a secure hold on the eastern Baltic, putting the clamps on Finland and hopefully knocking this long-time Russian adversary out of the war for good. Additionally its proximity to Leningrad still posed the threat of a German counterattack. It was clear to Stavka, the Russian High Command, that Narva had to be taken at all costs. The two armies of the Leningrad Front, the 2nd Shock and 8th Armies, would assault Narva head on. This would entail assaulting the German eastern bridgehead occupied by experienced SS troops. Plans were also laid down for a disruptive amphibious operation along the Baltic. Flanking operations across the Narva River further north and south of the city would also be attempted to break the German defenses. All of these ground attacks would be in conjunction with massive artillery and air strikes on the German positions around Narva. Perhaps most importantly, seizing Narva would have major symbolic repercussions for the Russians. Narva stood as a symbol of liberation and the war swinging in favor of the Russians. With Leningrad’s recent relief and with Russian troops on the banks of the Narva River, capture of the city would mark the first time in the war that the German invaders would be pushed out of Mother Russia. Narva had to be taken – and quickly!
Leningrad front The Leningrad Front’s primary responsibility was for the defense of Leningrad. Originally one of the five military districts prior to the war, the Leningrad Front was also responsible for all military operations in the Leningrad area. Commanded by General Leonid A. Goronov, the Russian troops of the Leningrad Front endured much hardships in the first three years of the war. Surrounded and faced with starvation, inadequate supplies, and terrible winter conditions, these troops hung on and defied the German invaders. They simply would not give up Leningrad. During the successful relief of Leningrad in early 1944, the troops of Goronov’s Leningrad Front helped fight their way out of the city. By summer of 1944 the Leningrad Front comprised the 2nd Shock Army and 8th Army and had seized the German stronghold at Narva, advancing into Estonia. The Leningrad Front more or less concluded formal combat military operations thereafter with the capture of Estonia. However, troops of the former Leningrad Front would spend the next years battling Estonian guerillas (metsavennad, literally “Brothers of the Forest”).
the plan Note on Russian unit listings The Russians routinely moved large units around the battlefield as part of planned deception designed to confuse German intelligence. Corps and divisions would be exchanged between armies as often as every month. This not only confused the Germans, it makes the historian’s job difficult! All Russian army listings here are as of June 1944. This month was chosen as it marks the apex of the fighting around Narva and marks the start of Operation Bagration (the destruction of German Army Group Center). The below units are the main operating units under each command; not all Russian units present are listed.
2nd Shock Army (June 1944) 43rd Rifle Corps (131st, 191st, 224th Rifle Divisions) 124th Rifle Corps (18th, 109th, 125th Rifle Divisions) 161st Artillery Brigade Independent Units: 124th Tank Regiment 1495th Self-Propelled Gun Regiment 175th Rocket Brigade During the siege of Leningrad, the 2nd Shock Army fell under the command of Goronov’s Leningrad Front. The 2nd Shock Army consisted mostly of experienced infantry divisions and was commanded by General Ivan I. Fedyuninsky. In January, 1943 the 2nd Shock Army participated in the winter assault on the German “bottleneck” toehold on Lake Ladoga that cut off Leningrad from mainland Russia. The 2nd Shock Army attacked east from the mainland and succeeded in capturing Schlueselburg and the German defenses there, loosening the German hold on Leningrad. Almost exactly a year later, the 2nd Shock Army had been transferred to the Russian-held pocket around Orienbaum southeast of Leningrad. In the horrible blizzard conditions of January 14th, the Russian offensive to finally lift the siege of Leningrad began. The 2nd Shock Army smashed into the 9th Luftwaffe Field Division of the III SS Panzer Korps and quickly routed the inexperienced Luftwaffe troops. Under the leadership of General Fedyuninsky, the 2nd Shock Army continued advancing until the first of February but was stopped cold at Narva. After six months of hard and protracted combat at Narva, the 2nd Shock Army was moved to the south of Lake Peipus in August,1944 for a direct assault on the Estonian interior. After successful operations in the Baltic States, the 2nd Shock Army was transferred from the Leningrad Front to Rokossovskii’s 2nd Belorussian Front and participated in the Russian offensives into East Prussia. The assault on Danzig marked the last major combat operation of the war for the 2nd Shock Army. In
Easy Eight’s Battleground World War II, combat troops of the 2nd Shock Army are regarded as having Veteran Troop Quality.
8th Army (June 1944) 112th Rifle Corps (2nd, 11th, and 256th Rifle Divisions) 117th Rifle Corps (120th, 123rd, and 201st Rifle Divisions) 122nd Rifle Corps (43rd, 98th, and 189th Rifle Divisions) 82nd Artillery Brigade Independent Units: 82nd Tank Regiment 806th, 1198th, 1811th Self-Propelled Gun Regiments 21st Engineering Brigade At the start of the offensive to relieve Leningrad, the 8th Army commanded by Lt. Gen. F.N. Starikov began under the control of the Volkhov Front. During the breakout of the Orienbaum Pocket and the subsequent drive to the Luga River, the 8th Army applied pressure on III SS Panzer Korps directly south of Leningrad. By the end of February, the 8th Army had driven south of Narva and constructed positions at Krivasso. Around this time the 8th Army was transferred to Leningrad Front command and saw action all along the Narva River line well into mid-July, 1944. The 8th Army continued pressing III SS Panzer Korps into the Estonian interior after the fall of Narva. It is unclear where the 8th Army operated after the capture of Estonia but it is believed to have acted as Red Army occupation and garrison forces of the Baltic States in the last months of the war. In Easy Eight’s Battleground World War II, combat troops of the 8th Army are regarded as having Regular Troop Quality.
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the plan NARVA JANUARY - JULY 1944
fortress narva
Soviet Attack 20
Div.ESTONIAN
1. Lucky 13 2. Road to Hell 3. Outpost Sunshine 4. Steets of Fire 5. Claws of the Tiger
1
Eng.Btl.54
III SS Panzer Korps
Lilienbach
Rgt.49 DeR 5
Pahklemae
Art.Det.54
Petri Square Hermannsburg
4
49
Eng. Btl.11
Brg.NEDERLAND 2
Ivangorod
Rgt.48
Rgt.24 DANMARK
11 NORDLAND H.Q.
Art.Rgt.11 Kreenholm
4
III/24 24
Rgt. 23 NORGE
II/24
Dolgaja Niva
3
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Outpost Sunshine
4th SS-Panzergrenadier-Freiwilligen-Brigade “Nederland” 11th SS-Panzergrenadier-Freiwilligen-Division “Nordland” 20th SS-Panzergrenadier-Freiwilligen-Division (Estonian No.1) Heavy Panzer Battalion 502 Kampfgruppe Kueste
For General Steiner and III SS Panzer Korps, their simple mission was to hold on to Narva as long as possible. Narva would thus have to be a solid and effective fortress. Therefore III SS Panzer Korps’ positions around the city took on a “hedgehog” defense. Like the quilled animal, Narva would have its sharp defenses pointing in all directions. III SS Panzer Korps arrived en masse in Narva on the first two days of February, 1944. Quickly a bridgehead was formed in the German fashion with defenses established on both sides of the river. On the eastern side of the Narva River, the 4th SS-Panzergrenadier-Freiwilligen-Brigade “Nederland” dug-in. SS Regt. 48 “General Seyfardt” blocked the direct approach to the city along the Leningrad Road. To the north-northeast SS Regt. 49 “De Ruyter” took up defensive positions around the outlying village of Lilienbach. To their immediate north were the hard-nosed engineers of SS Eng. Battalion 54. To the engineers’ north were the Estonian troops of 20th SS-Panzergrenadier-Freiwilligen-Division (Estonian No.1) who were determined to defend their native land. The southern defenses of the Narva bridgehead were equally tough. The southern portion of the eastern bridgehead would be guarded by the mostly Danish volunteers of SS PzGren-Regt. 24 “Danmark’ from 11th SS-PanzergrenadierFreiwilligen-Division “Nordland.” Their trench defenses centered around the village of Dolgaja Niva. The western banks of the Narva River and the city itself would be held by “Nordland’s” other regiment, SS PzGren-Regt. 23 “Norge.” A quick reaction force would be centralized around the city with the Panther tanks of “Nordland’s” SS Panzer Detachment 11 “Hermann von Salza” and the Sturmgeschutz III assault guns of SS Assault Gun Detachment 54. The soft, almost swampy land south of Narva would be protected by the Tiger tanks of Major Willy Jahde’s Heavy Panzer Battalion 502. With III Panzer Korps’ defensive positions set, Stein-
the plan er’s troops waited for the Russian assault on the city. Native Estonian volunteers were also in place around Narva. To the Estonians the city marked had given stubborn resistance to the Reds in 1920 and was where Estonian independence was won. Failure here at Narva and the whole country would once again be open to Communist occupation and domination. Narva would need to hold if all of Estonia were to be saved!
4th SS-FreiwilligenPanzergrenadier-Brigade “Nederland” Summer, 1944 SS PzGren-Regt. 48 “General Seyfardt” SS PzGren-Regt. 49 “De Ruyter” SS Artillerie-Regt 54 SS Fusilier (Recce) Battalion 54 SS Assault Gun Detachment 54 SS Engineer Battalion 54 SS Signals Kompanie 54 SS Field Replacement Battalion 54 In mid-1943 Anton Mussert, the Nazi puppet leader of the Netherlands, requested the formation of a Dutch SS Division. Yet, the number of Dutch recruits only resulted in the formation of an SS Brigade which was given the name 4th SSFreiwilligen-Panzergrenadier-Brigade “Nederland.” One half of the brigade was comprised by Dutchmen with the other half being mostly ethnic “Germanic” (Volksdeutsch) Hungarians and Romanians. The core of the brigade was formed around two regiments: SS PzGren-Regt. 48 “General Seyfardt” named after the former Dutch Chief of Staff assassinated by the Dutch Resistance and SS PzGren-Regt. 49 “De Ruyter” named in honor of a Dutch admiral who had defeated the British. Commanded by Brigadefuhrer Juergen Wagner, the brigade first saw action around Zagreb, Croatia in late 1943 against Tito’s partisans. In January, 1944 the brigade rotated with III SS Panzer Korps to the Baltic and first saw action there along the Oranienbaum Front. Later at Narva the unit distinguished itself in the defense of that city’s eastern bridgehead. In the retreat from Narva, SS PzGren Regt. 48 “General Seyfardt” was surrounded and destroyed. The remainder of the brigade participated in the delaying actions through the Baltic States and was upgraded to divisional size (renamed 23rd SS-FreiwilligenPanzergrenadier Division “Nederland”) in December, 1944. The new division was immediately transferred to the fighting in Pomerania around Stettin. Nearly one half of the division was annihilated in the Halbe Pocket outside Berlin before the remainder of the division surrendered to US forces along the Elbe. In Easy Eight’s Battleground World War II, combat troops of the 4th SS-Freiwilligen-Panzergrenadier-Brigade “Nederland” are regarded as having Veteran Troop Quality.
11th SS-FreiwilligenPanzergrenadier-Division “Nordland” Summer, 1944 SS PzGren-Regt. 23 “Norge” (minus one battalion) SS PzGren-Regt. 24 “Danmark” (minus one battalion) SS Artillerie-Regt 11 SS Panzer Detachment 11 “Hermann von Salza” SS Assault Gun Detachment 11 SS Flak Battalion 11 SS Engineer Battalion 11 SS Signals Detachment 11 SS Field Replacement Battalion 11 In Spring, 1943 Himmler approved the creation of a new SS division comprised of European volunteers. Both the Dutch and Flemish governments were granted their own brigades leaving a large number of Scandanavian troops available. Hitler himself thus christened this new division “Nordland” (“Northland”). The core of the division was formed around two regiments: SS PzGren-Regt. 23 “Norge” named after its large contingent of Norwegians and SS PzGren-Regt. 24 “Danmark” after its Danish troops. However, only 1/3 of the entire division would be Scandanavian. The rest would be comprised of Germans and ethnic Volksdeutsch from Slovakia, Romania, and Hungary. Armor support for the division came from SS Panzer Detachment 11 “Hermann von Salza,” equipped after 1944 with Pzkfw. V Panther tanks. The Austrian SS Brigadefuhrer Fritz von Scholz was assigned command of the new division. After training in Bavaria, “Nordland” was transferred to Croatia in Fall, 1943 where the division saw combat against Tito’s partisans. The division was again transferred in December, 1943 this time to the Oranienbaum Front just west of Leningrad. The division fought at Narva in 1944 occupying both the east and west bridgeheads in the southern half of the city. The division continued to fight hard during the retreat from Narva and along the Tannenburg Line, losing its beloved commander von Scholz in the process. “Nordland” participated in the defense of Pomerania and Germany in 1945, being finally destroyed near the Reichschancellory in Berlin. In Easy Eight’s Battleground World War II, combat troops of the 11th SS-Freiwilligen-Panzergrenadier Division “Nordland” are regarded as having Veteran Troop Quality.
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the plan 20th SS-FreiwilligenPanzergrenadier-Division (Estonian No.1)
ground World War II, combat troops of Heavy Panzer Battalion 502 are regarded as having Elite Troop Quality.
Kampfgruppe Kueste Summer, 1944 SS Waffen Gren-Regt. 45 SS Waffen Gren-Regt. 46 SS Waffen Gren-Regt. 47 SS Artillerie-Regt 20 SS PzJager (Anti-tank) Battalion 20 SS Fusilier (Recce) Battalion 20 SS Flak Detachment 20 SS Engineer Battalion 20 SS Signals Detachment 20 SS Field Replacement Regiment 20 The Estonian 20th SS-Freiwilligen-Panzergrenadier Division was formed in early 1944 around SS Waffen GrenRegt. 45, the former Estonian SS Legion. The division’s ranks were comprised almost entirely of Estonians yet German officers were attached as advisors at command levels. This and the retreat from Estonia in mid-1944 resulted in much resentment from the division’s Estonians. The division did perform well in the northern defense of Narva but performance really went downhill from there. The division was pulled off of the line for refitting and reorganization in October, 1944 and reentered action around Breslau in January, 1945. The remnants of the division capitulated near Melnik in April, 1945. In Easy Eight’s Battleground World War II, combat troops of the Estonian 20th SS-Freiwilligen-Panzergrenadier Division are regarded as having Regular Troop Quality.
Heavy Panzer Battalion 502
Heavy Panzer Battalion 502 was attached to III SS Panzer Korps in 1944 where it formed part of the defense of Narva and the Narva River line. The unit was equipped with Pzkfw. VI Tiger tanks and commanded by Major Willy Jahde. The unit played a key role in the months of successful defense of Narva, beating off numerous Russian attempts to establish a bridgehead on the west shore of the Narva River. Famed tank ace Lt. Otto Carius commanded the 2nd Company of the unit and his No. 217 Tiger destroyed four Russian SU-85s outside of Narva. In June the unit departed for the defense of Latvia leaving the defense of Narva without the Tigers and experience of Heavy Panzer Battalion 502. In Easy Eight’s Battle-
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III SS Panzer Korps’ commander SS, General Steiner, formed a special kampfgruppe (battle group) upon his command’s arrival in the Baltic in early 1944. Specifically, Steiner needed a special force able to readily defend the long Baltic coastline to III SS Panzer Korps’ north. Therefore, Kampfgruppe “Kueste” (“Coast”) was assembled employing reserve units in the area that ranged from naval infantry battalions to supply, police, and convalescent companies. Danish Brigadefuhrer Christian Kryssing was given command of Kampfgruppe Kueste. The unit fought off several Russian attempts of landing along the Baltic coast behind the German lines; these were repulsed. Kampfgruppe Kueste’s main responsibility in the defense of the Narva bridghead was to protect the northern approaches between the Baltic and Narva. In Easy Eight’s Battleground World War II, combat troops of Kampfgruppe Kueste are regarded as having Regular Troop Quality.
the battle
war returns to estonia “From the ashes arise revenge.” - Estonian Battle Cry At the start of February 1944, the III SS Panzer Korps began digging in around Narva. The last remaining civilians had been herded out of the town on Jan. 31. Now the vital German artillery pieces were quick to set-up their guns. Soon Russian artillery shells began pounding the town and its defenders around the clock. Probing attacks were made across the ice-covered river south of the city only to be defeated each time by men of “Norge.” On February 12, a more serious Russian attack across the river to the north caused an immediate crisis. Russian infantry supported by tanks smashed into SS Engineer Batt. 54 “Nederland” around the west bank village of Ssivertsi. The Dutch engineers fought at close quarters from a cemetery in a desperate attempt to hold the enemy from breaking though. Reinforcements were quickly thrown into the battle comprised of engineers and StuG IIIs from both “Nordland” and “Nederland.” The following day saw repeated Russian thrusts out of their newly carved bridgehead supported by heavy artillery. Fortune however smiled on the defenders. The ice in the river suddenly broke up stranding the Russian troops fighting around Ssivertsi. Additional reinforcements including Tiger tanks from Heavy Tank Detachment 502 and the 20th SS Division wiped out the remaining Russians over the next few days. Russian hopes at this potentially early success floated away like the ice on the Narva; for Steiner and III SS Panzer Korps the most serious threat to the defense of Narva had passed. While the fighting around Ssivertsi raged, the Baltic coastline came under Russian attack. Several hundred Russian amphibious troops waded into the cold Baltic Sea and then stormed the sleepy coastal town of Merekula, Estonia before dawn. Though gaining initial surprise, the Russians got into a fierce firefight with two squads of German naval infantry from
3rd Co., Naval Infantry Battalion “Hohnschild.” The firefight woke the village and the rest of the German naval infantry billeted in the area who rushed to the combat. Reinforcements from Kampfgruppe Kueste and twelve Stukas after daybreak helped fight off the Russian amphibious troops. By 1000 hours the village was secure and the Russians destroyed. Kampfgruppe Kueste had passed its first test. At the end of February, the Russian 8th Army continued its assault north of Narva. Russian forces again broke through the German lines and into rear areas. This penetration resulted in two pockets of Russian occupation behind Narva called by the Germans the “West Sack” and “East Sack.” These Russian penetrations not only caused havoc in the German rear, they also cut-off the main railroad into Narva. Supply of the city was now in danger. Tigers and Panthers of Heavy Tank Detachment 502 and “Hermann von Salza” (respectively) raced towards the “West Sack” with the battered remaining “Norge” troops from Ssivertsi. Rather quickly the railroad was opened but Russian troops remained in the “West Sack.” The Russians would remain fighting in this area until April. Though not an ideal situation, Narva had dodged yet another bullet. The presence of Russian troops in the German rear would cause problems the next two months. By March the Narva bridgehead’s defenses had improved: barbed wire, minefields, and fortified positions had all been set in place. A massive Russian air strike hit the city during the nights of March 6 and 7, leveling the centuries old town into rubble and damaging many III SS Panzer Korps’ vehicles and guns. The air strikes were immediately followed by a direct Russian assault on the town down the Leningrad
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the battle Road. This assault was met head on and stopped cold by the dug-in troops of SS Regt. “General Seyfardt.” A couple days later, the Russian attack shifted to Lilienbach and “Nederland’s” other regiment. Scores of Russian T-34 tanks supported by infantry smacked into SS Regt. “DeRuyter” forcing them out of their trenches. Again the Panthers of “Hermann von Salza” arrived to save the day, engaging T-34s at extremely close ranges. Though the Russian attack was temporarily halted the decision was made to pull back “DeRuyter” closer to Narva where the tired troops dug-in once again.
retreat from the reds After this engagement both sides were exhausted from the last month’s fighting. The Russians began digging in while the defenders of Narva dug deeper. Soon a No Man’s Land had sprung up between the Russian and German trenches. For the next few months the combat around Narva revolved around constant artillery shelling, air attacks and trench warfare. By June, 1944 the Russians had recovered enough to make another push on the city. This time the Russian attack centered on the tiny village of Dolgaja Niva southeast of Narva and defended by the Danes of 7th Company, SS Regt. “Danmark.” The heart and soul of the defenses here was the trenchline just east of the village. Called “Outpost Sunshine” by its defenders, the defensive positions had held against numerous Russian attacks. On June 12 however, the Russians had finally captured “Outpost Sunshine” and driven off its defenders. SS-Unterscharfuhrer (Sgt.) Egon Christofferson quickly rallied surviving members of 7th Company and counterattacked the new Russian owners of “Outpost Sunshine.” After vicious hand-to hand fighting in the trenches of “Outpost Sunshine,” Christofferson and his men finally retook the position; Christofferson would be awarded the Knight’s Cross for his actions a few days later. On June 22 Operation Bagration – the Russian proposed destruction of German Army Group Center – began. It met with stunning success and soon its effect on the Germans was being felt in Narva. By mid-July the German hold on Narva was threatened. Plans were laid down to evacuate the city and fall back to a defensive position called the Tannenberg Line (Tannenburgstelle) in the hills a few miles west of Narva. On July 24th a massive Russian attack from both the north and south threatened to catch the defenders of Narva
rage on the reich®
in a tightening noose. The defending troops on the west banks pulled out of their trenches and crossed the river to Narva, covered by 7th Company, SS Regt. “Danmark” acting as rearguard. These troops would have to hold Narva for the next 24 hrs. Enemy probes resulted in firefights in Narva but the city held one more day. The remainder of III Panzer Korps withdrew from Narva by midnight of the 25th with only a SS engineer detachment left behind to blow the remaining bridges across the Narva River. At 0200 hrs on the 26th, the engineers from SS Engineer Batt. 54 “Nederland” blew the bridges. Or so they thought. As the majority of Dutch engineers were speeding away to immediate safety to the west, the remaining demolition team led by SS-Hauptsturmfuhrer (Capt.) Wanhoefer realized that the main road bridge had not been destroyed! Russian troops by this time saw the German error and charged the last bridge standing over the Narva River. A firefight erupted over the bridge with rifle and machine gun fire blazing from both sides. Some Dutch engineers turned back to help their comrades at the bridge. Under heavy Russian fire the Dutch engineers placed new explosives and charges and successfully blew the bridge. With the last bridge down the Dutch engineers raced out of Narva for the last time. In the end the Russians captured Narva – or what was left of it. Russian artillery and air attacks on the town had literally reduced 98% of the entire town to rubble. Yet as the red Soviet flag was hoisted over Narva at the factory pumphouse on Kreenholm Island, one thing was clear. The Russians had unleashed a new rage on the Reich – one that would not stop until Berlin. For Estonia and the residents of Narva, more hardship would remain as Estonia once again fell under harsh Russian rule.
Russian rifle squad
russian About Rifle This Unit Squad The Russian Rifle Squad is comprised of stubborn and tough “Ivans” determined to destroy their German enemy. These simple but bold soldiers are the heart and soul of the Red Army. They can be counted on to charge bravely into bloody hand-to-hand combat shouting the age-old Russian battle cry of “Ura, Ura, Ura!” The Russian Rifle Squad (strelkovoye otdeleniye) is commanded by a simple but effective Squad Leader (komandir otdeleniya). Armed with a PPSh-41 SMG, the Squad Leader is a NCO responsible for his unit in combat. The Squad Leader skillfully directs his troops against the enemy while also exemplifying a patriotic spirit for the Motherland (Rodina). This heroic mission is solely the responsibility of the Squad Leader who leads the Russian Rifle Squad unassisted. A Runner from the Russian Rifle Squad, armed with a Moisin-Nagant M1891/30 Rifle, shuttles orders back and forth from the unit’s Rifle Platoon Commander to the Squad Leader. The firepower support for the Russian Rifle Squad is provided by the lightweight and simple DP (Degtyarev) LMG. Employing a characteristic 47-round pan magazine the DP serves well in its supporting role. The Russian Rifle Squad’s Gunner (pulemetchik) fires the DP. He is assisted in this by the Asst. Gunner (pomoshchnik pulemetchik) who replaces the DP’s ammo pans and can fire the weapon should the Gunner become a casualty. The main force of the Russian Rifle Squad is its six Riflemen (strelok). These gritty soldiers are armed with hand grenades and the reliable Mosin Nagant M1891/30 Rifle. When fitted with the bayonet, these rifles and the men wielding them unleash a brutal form of dirty close combat action known as blizhnii boi. The Russian tactic of blizhnii boi is literally translated as “close combat.” This aggressive offensive tactic is engrained in the Russian infantryman’s mind and is the climax of a Russian infantry attack. The total purpose of this tactic is to quickly advance into the enemy and then destroy him.
This terror tactic includes fighting in close quarters with the bayonet, hand grenades, and even knives or sharpened shovels. This is extremely bloody and brutally effective against the enemy. However, Russian success can also result in high Russian casualties. It is not uncommon for individual Russian Rifle Squads to charge the enemy at unsuspecting moments, overpowering and shocking an unprepared enemy while shouting the Russian battle-cry of “Ura!” Red Army doctrine for standard Russian Rifle Squad defense calls for digging foxholes and trenches. This is expected of each individual Russian infantryman. If not attacking the enemy, the Russian infantryman is simply digging for defense and concealment. If attacked the Russian Rifle Squad is trained to engage (fire) at extremely close ranges. The advantage of this is in simultaneously surprising the enemy and hitting him with the maximum firepower of the Russian Rifle Squad. Once devastating the enemy with gunfire, the Russian Rifle Squad can then jump out of its holes and charge with cries of “Ura!”
Russian Rifle Squad Costs Type
Leader Squad Points
Wpn Class
Green
9-0
8
170
A
Regular
11-0
10
200
A
Veteran
13-0
12
220
A
Elite
15-1
14
260
B
Each Russian Rifle Squad comes with the following: 1 Squad Leader with PPSh-41 SMG 1 Gunner with DP LMG 1 Asst. Gunner with M1891/30 Rifle and extra ammo 1 Runner with M1891/30 Rifle 1 Rifleman with M1891/30 Rifle and Molotov Cocktail 5 Riflemen with M1891/30 Rifle All Russian infantry (except DP LMG Gunner) are armed with two Offensive RGD-33 Stick Grenades.
Battleground World War II®
russian rifle squad
Battleground World War II gamers used to playing the Germans and US are in for a big surprise when playing the Russians. The most obvious disadvantage is the lack of an Asst. Squad Leader. The lack of an additional leader is really felt when a Russian Rifle Squad Leader goes down. Any Rifle Squad members passing Morale Checks due to Leader Loss are now leaderless. Additionally, Russian Rifle Squad Leaders do not have a Leadership Modifier and therefore cannot direct fire. The good news for the Russians is the ability to Charge (see under Standard Rules below). This is a unique rule in Battleground World War II but one that truly captures the speed and fury of Russian WWII infantry tactics. Russian infantry are cheap and plentiful but can really crush an opponent in a Charge. Remember, when playing the Russians numbers win: the more Russians assaulting the Germans, the better your odds of winning! Standard Rules Russian Stick Grenades Each member of the Russian Rifle Squad (except for the DP Gunner) carries two Offensive RGD-33 Stick Grenades unless otherwise stated differently in a scenario. If using Easy Eight’s Battle Builder, the same as above is true though additional or different grenades may be purchased/added in addition to the two RGD-33 Stick Grenades. Squad Charge Russian Rifle Squads may Charge as this forms a key element of the Red Army’s blizhnii boi tactic. In game play this essentially means that a Russian Rifle Squad may “charge” or rush towards and engage enemy troops. In order to declare a Charge, a Russian Rifle Squad Leader must first be in good order (not Broken or Suppressed) at the time a Charge is declared. The Russian Rifle Squad Charging must also have at least one known enemy unit within clear LOS (Line Of Sight). A Charge is declared during the Special Fire Mode phase of each game turn; place a marker next to the Squad Leader indicating that his Rifle Squad is doing a Charge that turn when that unit’s card is drawn during the Actions Phase of the game turn. A unit in a Charge has the following rules applied to it for the turn the charge has been declared. All members of the Charging unit not Broken (even if Lt. Wounded – though as such limited to one action) and within both LOS and Command Range of the Russian Rifle Squad Leader declaring the Charge must Charge as follows: • Takes three full actions of movement toward any known enemy units within clear LOS (Line Of Sight) of Charging player’s choice; figures Prone (Suppressed) at the start of the Charge must take an action to first stand up. • Ignores all Suppression results from the Effects Chart or
Battleground World War II®
from an enemy Special Fire Mode; going Prone for any reason is also disallowed. • May end an action of movement in Hand-To-Hand Combat. • May not stop and fire. If a Squad Leader is KIA or Broken during the course of the Charge (the Charging player’s actions), the Charge still continues for the game turn it was called. In other words, all figures passing Morale Check due to Leader Loss continue to charge that game turn. Again note that the Squad Leader is the only member of the Russian Rifle Squad that may declare a Charge. Squad members not within LOS and Command Range of the Russian Rifle Squad Leader declaring the Charge, may not Charge with their inherent squad but may take actions as normal. Close Combat Because of the Russian emphasis on close combat (blizhnii boi) all Russian Rifle Squad members receive a –1 modifier in Hand-To-Hand Combat when in a Charge only. This modifier is in addition to all other HandTo-Hand modifiers. Molotov Cocktail One man in each Russian Rifle Squad carries one Molotov Cocktail into combat; see BGWWII Main Rules Set for Molotov rules. Anti-Tank Capabilities Most Russian Rifle Squads could employ anti-tank defense such as Molotov Cocktails. Therefore, any Russian Rifle Squad may have anti-tank defense added to its organization/weapons by scenario. If using Easy Eight’s Battle Builder, additional or different anti-tank weapons may be purchased/added per Easy Eight’s Battle Builder. Options Russian Nine Man Squad The Russian Rifle Squad sometimes featured nine men instead of ten. The Russian Rifle Squad consisted of nine men on paper but ten men in a Rifle Squad in combat was not unheard of. In some scenarios players or a GM may wish to employ the Russian Nine Man Squad(s), removing one Riflemen from the normal ten man Russian Rifle Squad. If using Easy Eight’s Battle Builder, the Russian player opting for a Nine Man Squad(s) receives an additional +10 points in exchange for the Rifleman lost. Extra LMG Some Russian Rifle Squads employed two DP LMGs. This was common near the end of the war when Russian troops assaulted solid German defenses such as cities. In late-war scenarios players or a GM may wish to add an additional DP LMG to the Russian Rifle Squad(s). When utilizing this option, a DP LMG Gunner and Asst. Gunner must man the weapon; these two squad positions may be manned by Rifleman who in effect are no longer Riflemen but crew the extra DP. If using Easy Eight’s Battle Builder, the Russian player opting for an additional DP must spend a total of 35 points for each Russian Rifle Squad so configured.
Russian Rifle Command
Russian About rifle ThisCommand Unit The Russian Rifle Command brings bold leadership and dedicated patriotism to Russian Rifle Squads, Platoons, and Companies. Faced with the hardships of the brutally savage Russian Front, the Russian Rifle Command nevertheless leads the infantry of the Motherland with bravery and audacity. Though Russian Rifle infantry units utilize similar organization like western armies, Russian leadership structure is organized much differently. Emphasis is usually placed on a single leader and without the aid of assistant leaders or proper HQ units. Because of tremendous casualties in combat, three Late War 1944-45 Russian Rifle Squads normally form a Rifle Platoon (strelkovoi vzvod) instead of the four called for “on paper.” This is led by one Platoon Leader, normally a Lieutenant (Leytenant). Inter-platoon communication in the platoon is provided by a Runner from each Rifle Squad who relays info to and from the Platoon Leader and the Rifle Squad Leaders. Three Rifle Platoons form a 1944-45 Russian Rifle Company (pekhotnoye podrazdeleniye). A Rifle Company is commanded by a Company Commander (komandir podrazdeleniya). This officer is typically a Captain (Kapitan) in rank and is responsible for the military conduct of his Rifle Company. Attached to each Rifle Company is also a Kommissar who acts as the unit’s political officer. The Kommissar ensures that all officers and enlisted men receive proper political education. He also makes sure each individual soldier possesses political loyalty and revolutionary spirit. No coward should escape the Kommissar’s watchful eye!
Further, Russian Platoon Leaders really are (as far as ML and Leadership) more like German / US Squad Leaders! Loss of leaders thus becomes a big concern for Russian players – unless of course you declare a Charge! The Russian Rifle Company Commander brings the ability to throw the weight of a sweeping company charge across the game table. Not only can it be deadly crushing, it also looks cool on the game table! The Kommissar is a good guy to have Rally figures, except the penalty for failing is huge! Because Russian figures must both see (LOS) and be in Command Range of a leader declaring a Charge, the actual positioning and placement of Russian leaders on the game table becomes paramount. This is the big challenge for the Russian player. Be sure to move leaders so that a Charge, once declared can maximize the number of Russian participants in the Charge. Be careful though. Any lost leaders cannot be replaced. Lack of assistant leaders can come back to haunt a Russian player late in a scenario.
Russian Platoon Commander Cost Wpn Type Leader Points Class
Russian Company Commander Cost Wpn Type Leader Points Class
Green
10-0
30
B
Green
12-1
40
B
Regular
12-1
40
B
Regular
14-1
55
B
Veteran
14-1
45
C
Veteran
16-1
60
B
Elite
16-2
65
C
Elite
17-2
80
B
Russian Kommissar Cost Type Kommissar
Wpn Morale Points Cost 16
80
B
The Russian Rifle Command comes with the following: 1 Company Commander with Tokarev TT-33 Pistol and Binoculars 1 Kommissar with Tokarev TT-33 Pistol and Binoculars 3 Platoon Leaders each with PPSh-41 SMG and Binoculars
One of the glaringly obvious facts about playing the Russians in Battleground World War II is the difference in leadership. Russian Rifle Platoons only feature one Leader and no clear Platoon HQ unit like the German and US armies.
Each of the Russian Platoon Commanders are armed with two Offensive RGD-33 Stick Grenades
Battleground World War II®
Russian Rifle Command Russian Rifle Command Special Rules Company Commander The Russian Rifle Company Commander’s strengths are in helping to Rally any Rifle Company members and directing crewed weapon fire. All Leader rules are in effect. Extended Command Radius The Russian Rifle Company Commander has his normal Command Radius extended out an additional 7 inches. Company Charge The Russian Rifle Company Commander may also order his Rifle Company to do a Company Charge only once during a scenario or game. All rules for a Company Charge are per the Charge rules as found on the Russian Rifle Squad Play Sheet. Note: that the Russian Rifle Company Commander has an extended Command Radius (see above). Any Platoon or Squad Leaders within LOS and Command Range at the time of a Company Charge declaration will cause their Platoons / Squads to Charge as if they declared a Platoon / Squad Charge themselves. If Platoon or Squad Leaders are not within LOS and Command Range of the Company Commander, then eligible individual Russian soldiers will Charge when their Squad gets actions in that game turn and disregard their Platoon / Squad Leader (i.e. the eligible individual soldiers must Charge with the Company Commander). Kommissar The Kommissar’s main job is to make sure the patriotic spirit of the Revolution is instilled in the men of the Rifle Company. In other words, he makes sure there are no cowards. The Kommissar may assume command of the Rifle Company in the event of the Rifle Company Commander’s absence or loss in combat. However, a Kommissar may never take command of a Rifle Squad or another team if necessary as he is not trained for these roles. All Leader rules are in effect. Note: Kommissar is not a Leader. Spirit of the Revolution Any Broken figures within LOS and Command Range of a Kommissar makes any Rally rolls using the Kommissar’s ML number; any figures failing this role (and thus not possessing the Spirit of the Revolution) are summarily executed in the field or flee the game table (removed from game play). Platoon Leaders The three Russian Platoon Leaders are solely responsible for the combat performance of their Rifle Platoon. Russian Platoon Leaders’ strengths are in helping to Rally any Rifle Platoon members and directing crewed weapon fire. All Leader rules are in effect. Prevent Integrity Checks Russian Platoon Leaders prevent a Squad Integrity Check as long as any effected squad member(s) is within LOS and Command Range of any Russian Platoon Leader. Platoon Charge Russian Rifle Platoon Leaders may order a Platoon Charge during a scenario or game as many times as desired. All rules for a Platoon Charge are per the Charge rules as found on the Russian Rifle Squad Play Sheet. Note that Russian Platoon Leaders have a better Command Range than Russian Squad Leaders. Any Squad Leaders within
Battleground World War II®
LOS and Command Range at the time of a Platoon Charge declaration will cause their Squads to Charge as if they declared a Squad Charge themselves. If Squad Leaders are not within LOS and Command Range then eligible individual Russian soldiers will Charge when their Squad gets actions in that game turn and disregard their Squad Leader (i.e. the eligible individual soldiers must Charge with the Platoon Leader). 1944-45 Russian Rifle Company Company Command
Rifle Platoon
Rifle Platoon
Rifle Platoon
1944-45 Russian Rifle Platoon Platoon Command Maxim HMG Team
Rifle Squad
Rifle Squad
Rifle Squad
command composition
Company Commander
Kommissar
Platoon Leaders
Russian Maxim HMG Team
Russian About Maxim ThisHMG UnitTeam The Russian Maxim HMG Team cranks out heavy firepower in brutal Eastern Front action! Mounted on wheels, this dependable Heavy Machine Gun rolls all over the treacherous battleground slugging round after round into the German enemy. Maxims for the Motherland! The Russian Model 1910 Pulemyot Maxim, better known as the Maxim, is the primary heavy support weapon/ machine gun employed by the Russians in WWII. Watercooled and recoil operated, this simple design reliably shoots up to 580 7.62mm rounds a minute. Uniquely and conveniently mounted on a “Sokolov” wheeled mount, the Maxim is easily moved from firing position to firing position. A simple steel shield adds protection for the Maxim’s gunner. The Russian Maxim HMG is crewed by a three-man team: Gunner, Loader, and Spotter. The Gunner (pulemetchik) fires the Maxim, while the Loader (pomoshchnik pulemetchik) feeds belted ammo into the weapon. The Spotter (nablyvdatel) keeps his eyes open for enemy targets and directs the fire of the Maxim. The Maxim team works together and moves the gun on its wheeled mount to new firing positions. On paper one Maxim HMG was assigned to each Russian Rifle Company. However, the Maxim’s popularity and effectiveness on the battlefield made its presence much more common. It was not uncommon for Russian Rifle Platoons to have one or more Russian Maxim HMG Teams attached to it, especially when tasked with special offense or defensive situations.
When employing the Charge rule with Russian Rifle Squads, the Maxim HMG Team is best suited in providing covering fire behind their advancing comrades. Because Charging Russian Rifle Squad DP Gunners also charge (and thus cannot lay Special Fire Modes), the Maxim HMG is often times the only weapon available to the Russians for Special Fire Modes. Laying down some good Raking Fire can keep German heads down and enable a Russian Charge to actually reach its target! The Maxim HMG is also very effective when engaging in brutal street fighting because of its hard-hitting power, mobility, and gun shield. This weapon is also priceless when defending against German offensive attacks. Having a couple Maxims on the defense can make things much better for defending Russian troops. And like most crewed weapons, the more Maxim HMGs available the better!
Russian Maxim HMG Team Costs Wpn Type Morale Points Class Green
8
125
B
Regular
10
140
B
Veteran
12
150
B
Elite
14
165
B
Each Maxim HMG Team comes with the following:
Without any doubt the Maxim HMG is an awesome weapon for the Russians. Combining its fearful hitting power with a wheeled mount gives Russian players a hard-hitting weapon in an “easy to use” manner. The Russian Maxim HMG can wheel 5” one action and then unleash four dice of HMG fire in the next.
1 Gunner with Maxim HMG 1 Spotter with Binoculars and M1938 Carbine 1 Loader with Extra Ammo and M1938 Carbine The Spotter and Loader are armed with two Offensive RGD-33 Stick Grenades.
Battleground World War II®
Russian Maxim hMG Team
Russian Maxim HMG Team Special Rules Wheeled Mount The Russian Maxim HMG is mounted on a Sokolov wheeled mount. If a player wishes to move a Russian Maxim HMG, it may simply be wheeled from firing position to firing position. It takes two man actions to wheel the Russian Maxim HMG one action of movement (5”); it takes one man action to carry the weapon’s ammo one action of movement. This enables a full three man Russian Maxim HMG Team to move the Maxim HMG and its ammo in one action. When wheeling a Russian Maxim HMG, replace the firing figures on the game table with the “wheeling” figures. Cross-Training All Russian Maxim HMG Team members are cross-trained on the Maxim HMG. This means that each crew member can perform another team member’s duties if necessary and without penalty. Example: a Russian Maxim HMG Team Gunner receives a KIA; the Spotter may now become the Gunner with no penalty when firing. Jam vs. Crew # Anytime a Russian Maxim HMG Team has less than its three members (Gunner, Loader, and Spotter), the Russian Maxim HMG has an increased chance at Jamming when firing. For example, if a Russian Maxim HMG Team is short one team member the gun will Jam on a 19 or greater; if it is short two team members, the gun will Jam on a 18 or greater. Arc of Fire The Maxim HMG has a 180-degree arc of fire when employed in HMG mode on the Sokolov wheeled mount. Gun Shield The Maxim HMG employs a Gun Shield to protect the weapon’s Gunner. Add +5 to any Effect die roll for the Maxim’s Gunner only. This modifier cannot be combined with any other terrain modifier.
180º Arc of Fire
Spotter Loader Gunner
Maxim Team composition
Spotter
Loader
Gunner
Battleground World War II®
Russian shock squad
About This Unit
russian shock Squad The Russian Shock Squad hits the enemy with lightening speed. Armed with PPSh-41 SMGs and wearing breastplates, the Russian Shock Squad can dig out any German defenders. A supporting flamethrower adds heat to dig-out even the most stubborn Germans. Regardless of the situation, count on the Russian Shock Squad to bring Red Army destruction to any Russian Front battleground! The Russian Shock Squad is an effective 8-man fighting unit tasked with the mission of assaulting German defenses. Clad in one-piece camouflaged jumpsuits and wearing armored breastplates, these gutsy troops hit the enemy and “shocks” with their deadly force. A NCO Squad Leader (typically a Sergeant) leads the Russian Shock Squad into battle. The Squad Leader’s main job is to direct his men in combat and ensure that his unit’s destructive power is unleashed properly at the enemy. He is assisted in this mission by an Asst. Squad Leader, also a NCO. Not only does the Asst. Squad Leader help to lead the men of the Russian Shock Squad; the Asst. Squad Leader is ready to take over command of the unit if required to. In combat it is normal for the Russian Shock Squad to be split into two half Squads with the Squad Leader commanding one fire team and the Asst. another. The remainder of the Russian Shock Squad contains five Shock Troops each armed to the teeth with PPSh-41 SMGs and various hand grenades. An eighth member of the unit, a Flamethrower (ognemet) Operator, gives the Russian Shock Squad real killing power and acts as the unit’s support weapon. These men are combat veterans and know all the tricks of the Germans. They are skilled in offensive infantry tactics and raw fighting ability. The men of the Russian Shock Squad are some of the best Mother Russia has to offer and as
such they know each other and the enemy equally well. In the last two years of WWII, the Red Army employed special “shock” troops (udarniye voiska) in the offensives against the Germans. Russian Shock Squads would quickly assault German defensive positions such as trenches or cities. Getting to the enemy positions in speedy fashion was often done by riding on the back of a tank; hence the unit’s 8-man composition as eight men were all that could hitch a ride on a single Russian tank. Russian Shock units were purely offensive in nature and as such they were lightly equipped. Shock tactics (taktika sokrushitelnikh udarov) revolved around “leap-frogging” style attack tactics and fire team coordination. Special tactics were also employed for special situations such as bunkers or flushing defenders out of buildings. A Russian Shock Squad often fought in conjunction with the tank the unit rode in on giving the Russian Shock Squad even more firepower and punch. In addition it was not uncommon for Maxim HMG Teams and ATR (Anti-Tank Rifle) Teams to provide long-range support when Russian Shock Squads attempted to flush particularly stubborn defenders.
Russian Shock Squad Costs Asst. Type Leader Leader Squad
Points
Wpn Class
Veteran
14-1
13-0
12
285
C
Elite
16-2
15-1
14
300
D
Each Russian Shock Squad comes with the following: 1 Squad Leader with PPSh-41 SMG 1 Asst. Squad Leader with PPSh-41 SMG 1 Shock Troop with ROK Flamethrower 5 Shock Troops with PPSh-41 SMG All Russian Shock Troops are armed with Two F-1 Defensive Hand Grenades, One Offensive RGD-33 Stick Grenade, and one Smoke Grenade.
rage on the reich®
russian shock squad No MGs Speed, mobility, and riding tanks required that Russian Shock Squads not carry heavy or bulky weapons. Russian Shock Squads may not employ any Russian machine guns (DP LMGs or Maxim HMGs) in combat or as part of its unit organization. Grenades Russian Shock Squad members are armed with two (2) F-1 Defensive Hand Grenades, one (1) RGD-33 Offensive Hand Grenade, and one (1) Smoke Grenade at the start of a scenario. ROK Flamethrower See Russian ROK Flamethrowers Weapons Sheet for flamethrower information and rules.
squad composition
The Russian Shock Squad is a great unit to have when on the attack. The key though is to get this unit intact and into a position where they can do damage to the enemy. Hitching a ride on a tank is your best bet, but an enemy HEAT round can take out both tank and riders! Once engaging the enemy it is wise to split the Russian Shock Squad into two 1/2 squads. Use one to occupy the enemy’s attention, while the other team (preferably with the flamethrower) flanks the enemy’s position and attacks. If forced into defensive situations the Russian Shock Squad is at a disadvantage because of the lack of long-range weapons. For the same reason, a Russian Shock Squad should not get into a protracted fight with a solidly entrenched enemy. Remember that speed and surprise are the key weapons of the Russian Shock Squad. If a controlling player can suddenly spring a Russian Shock Squad on a German defensive position (like a building), odds are in the Russian Shock Squad’s favor. But be careful – a sudden enemy counterattack can really hurt a Russian Shock Squad. Special Rules Troop Quality Russian Shock Squads are comprised of combat veterans skilled in offensive tactics and close quarters fighting. Therefore, all Russian Shock Squads are either of Veteran or Elite Troop Quality only. All modifiers and rules applicable are in effect for the Troop Quality in play. Breastplates All Russian Shock Squad members wear armored breastplates. These add +2 to any Effects Chart die roll because of the extra protection. However, the breastplates are awkward and therefore +2 is added to any Hand To Hand Combat roll. All Russian Shock Squad members wear the breastplates in combat and may not take them off in combat.
rage on the reich®
asst. leader
Leader
flamethrower
shock troops
shock troops
Russian atr team tings where concealment helped to hide an ATRs nearly 7 ft. length! Russian ATR Teams were often left to roam a combat sector much like snipers and often supported a Russian Rifle or Shock Platoon in an attack. Russian ATR Teams did not only act as solo hunting teams. From 1942 until the end of the war each Russian Rifle Regiment had attached to it an ATR unit. This unit varied in size from an ATR company to an ATR platoon, the latter sporting three ATR Squads with two ATRs apiece (though it was not unusual to see some squads armed with three ATRs). The ATR squads and platoons of these specialized ATR units were usually spread out amongst the Rifle Regiment ensuring a degree of AT and firepower support across a Rifle Regiment’s front.
About This Unit
russian atr team The Russian ATR (Anti-Tank Rifle or protivotankovoye oruzhiye) Team targets the enemy at long ranges with deadly firepower and range. Whether firing the reliable singleshot PTRD-41 or loaded and ready with the more complex PTRS-41, the Russian ATR Team can deliver! The power of the Russian ATR team lays within the ATR itself. It fires an incredibly large small arms round (14.5mm or .57 in.) perfect for taking out enemy snipers or prime targets (like leaders) at extreme ranges. Decide which Russian ATR you want in action with the Russian ATR Team! The Russian ATR Team consists of two soldiers: a Gunner and a Loader/Spotter. Though these two roles are selfexplanatory, both roles are vitally necessary if the ATR is to be fired effectively on the battlefield. The Gunner’s job is not an easy one as Russian ATRs pack a wallop of a recoil kick upon firing the weapon. Keeping the gun in action and repeatedly accurate is a tremendous challenge that only the toughest soldier can manage. Keeping the ATR loaded and spotting targets at extreme ranges is the job of the Loader/Spotter. These two responsibilities become a juggling act in the combat zone. One dropped round or lost target can spell disaster for a Russian ATR Team! At the beginning of World War II Russian ATR Teams roamed the battlefield hunting tanks. As the war progressed and tank armor thickened, Russian ATR teams began using their long-range and high caliber weapons against infantry targets as well. Using the ATR in this manner gave Russian ATR Teams a new edge, especially in urban combat set-
Russian ATR Team Costs Wpn Points Class
Type
Morale
Green
8
25
B
Regular
10
40
B
Veteran
12
45
B
Elite
14
65
B
Each Russian ATR comes with the following: 1 Gunner with PTRD-41 or PTRS-41 ATR 1 Loader/Spotter with PPSh-41 and Binoculars Both Russian ATR Team members are armed with two Offensive RGD-33 Stick Grenades.
rage on the reich®
russian atr team highly recommend. Russian ATR Teams give good fire support and can penetrate some AFVs like halftracks. When adding ATR Teams to the Shock Squads’ ROK flamethrowers, we think you will find good anti-tank support without sacrificing either speed or “shock!”
The Russian ATR Team may be equipped with either the PTRD-41 or the PTRS-41. Both fire the same round but both while similar have their differences. The PTRD-41 drawback is that it is a single-shot weapon and must be reloaded after every round fired. However, it is a very reliable weapon and not prone to Jamming like its cousin the PTRS-41. The PTRS-41 is a much more complicated weapon and therefore can easily Jam. The PTRS-41 though utilizes a five round clip magazine and a semi-automatic firing mechanism that prevents reloading after each round fired. Whether selecting reliability or rate of fire one thing is sure. If you hit anything unarmored with a Russian ATR, it more than likely won’t move next action. Or at least move very far! Historically, Russian ATR Teams were very effective when employed in an anti- sniper role. The long range of the ATR enabled ATR Teams to engage German snipers from extreme ranges. Being at longer ranges keeps ATR Teams somewhat safer from return sniper fire and allows for better support of forward advancing infantry. These factors make ATRs best suited for supporting Russian troops assaulting urban areas where German snipers thrive. In game play a good strategy to counter German snipers is to place ATR Teams to the rear of your Russian infantry. Placing them on Op-Fire will give your ATR Teams the ability to have a chance at knocking out any potential German snipers. Be sure to place your ATR Teams in such a manner that they can cover a majority of the board and yet still have good fields of fire. Doing so will give the best possibility of hitting enemy snipers and any other juicy targets that might wonder into your fields of fire! Because ATR Teams are well suited to city fighting they often were attached to special units such as Shock Platoons whose mission was to simply assault and kill the enemy. When playing with a Shock Platoon, one (or more) Russian ATR Teams may accompany it into battle – something we
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Russian ATR Team Special Rules PTRD vs. PTRS When playing a Russian ATR Team, the player simply chooses which of the ATRs he wishes to use in game play. ATRs For rules pertaining to Russian ATRs, see the Russian PTRD-41 and PTRS-41 ATRs Weapon Sheet. ATR as Sniper The ATR was a favorite weapon of Russian snipers because of the ATRs long range and killing power. Only Veteran and Elite ATR Teams are eligible to be of the Sniper option. All Sniper rules are in effect (-5 To Hit, etc.) with the following exceptions: the -7 to Effect bonus is not in effect and an ATR Sniper may not pick out his target (randomization of Effect when hitting groups of figures); these rules reflect the ATR lacking a scope. Buying an ATR Sniper Team costs an additional 50 points. Cross-Training Both ATR Team members are cross-trained on their ATR. This means the Loader/Spotter may fire the ATR if necessary without penalty. Violent Recoil Inexperienced ATR Teams could have problems compensating for the ATRs violent recoil. Green and Regular Russian ATR Teams suffer an additional +2 To Hit modifier when firing due to violent recoil. Jam vs. Crew # Anytime a Russian ATR Team has less than its two members (Gunner, Loader/Spotter), the ATR Team has an increased chance at Jamming when firing. For example, if a Russian ATR Team is short its Loader/Spotter than the Jam number is increased (PTRD Jam is 18, PTRS is 15).
team composition
team spotter
team gunner
Ivan Gregorivich Ivan Gregorivich 8th Army, Leningrad Front Ivan Gregorivich looked down the recently taken German trench. Fellow Russians filled the positions, exhausted from the day’s combat. The faint glow of cigarettes lit the darkened faces of many a comrade. Ivan checked his ammunition and cleaned the dirt from the remaining clips that he possessed. Suddenly Ivan felt a vibration deep inside of him. He instantly glanced down the trench. No one else had felt it. It was faint but it was there. Again Ivan felt a deep rumble. This time he felt it stronger. A grin crossed his face, “Tanks!” thought Ivan. Ivan peered over the trench to be rewarded by the view of several German tanks approaching the recently taken German positions. Almost carelessly Ivan rolled to his right and if by plan easily grabbed a Panzerfaust out of an open container. A loud crack sounded over the trench line as a T-34 started to engage the oncoming enemy armor. The shouts of fellow Russians could be heard as warnings were shouted down the trench. Ivan only grinned as the fear of the enemy tanks crossed the face of his comrades. “It is a good day,” thought Ivan. “Finally the enemy has decided to commit his armor, finally something I’m good at.” Ivan slipped over the trench with a Panzerfaust in one hand and his M1891/30 Rifle in the other. Alone and silent, Ivan headed out into the darkness hunting for steel prey in what had now become a game of life or death. Ivan is a native of Leningrad. He worked at the Leningrad tank works since he was 14 years old. He felt that assembling the mechanically complex new generation of tanks was the best way to serve the Motherland. There was nothing better than welding armor plate or linking track until the German invaders surrounded the city. No one was prepared for the siege that was to follow. Leningrad plunged into a hell that few humans could understand much less imagine. Ivan worked harder every day even though there were little materials to work with. Each week tanks barely finished, some even without paint, would leave the factory to shore up the defensive line around the city. When the siege was lifted and the Germans were on the run, Ivan wanted to punish those who had ruined the city of his childhood. Leaving the tank works for the front lines, Ivan easily blended into the hordes of Russian infantry that massed against the Germans. He quickly saw that the average Russian feared and ran from German armor. Perhaps it was because of his knowledge of tanks or maybe his deep anger, but Ivan found it easy to destroy German armored vehicles.
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Ivan Gregorivich Hero Special Rules Special Rules
Ivan is Elite and never takes Gut Checks.
Panzer Killer Ivan is a master at understanding tanks, their weaknesses, and weapons to destroy them. Ivan can use any Russian or German anti-tank weapons without any penalty (including Russian ATRs). He can aim the weapons into the vulnerable points with ease and therefore he receives a –2 aiming bonus when employing AT weapons. Ivan’s favorite weapon is the Panzerfaust and he will typically be found carrying one around. Morale: 17 Weapons of Choice: M1891/30 Rifle and Captured Panzerfaust 60 Point Cost: 172
ivan gregorivich
Special Rules Checks.
Ivan is Elite and never takes Gut
Panzer Killer Ivan is a master at understanding tanks, their weaknesses, and weapons to destroy them. Ivan can use any Russian or German antitank weapons without any penalty (including Russian ATRs). He can aim the weapons into the vulnerable points with ease and therefore he receives a –2 aiming bonus when employing AT weapons. Ivan’s favorite weapon is the Panzerfaust and he will typically be found carrying one around. Morale: 17 Weapons of Choice: PPSh-41 SMG and Captured Panzerfaust 60
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Ivana Rechkalov Ivana Rechkalov Red Army Sniper In the distance a silent figure comes into view, yet only for just a second. It is a human form but is it only a shadow? The shadowy shape bobs and weaves in between ruined walls and piles of rubble along a destroyed city street. Soon other shadows, other human forms appear and follow the first. Hold steady….. The first shadowy form again appears, its “head” popping up from behind a wall. In a split second it is gone. Hold your breath….. Once again the shadowy head appears for just a split second and then falls out of sight. Silently, an extended finger begins to slowly tighten on the trigger. One more time the head rises. CRACKKK! A 7.62mm round is fired and speeds toward the shadow. Both head and shadow slumps out of view. The shadow is no more…. RRRRRPPPPPPPPP! A barrage of enemy bullets spits from the general direction of the fallen figure. Ivana drops from her camouflaged perch high above the destroyed city street and disappears among the ruins of the city. Silent and deadly, this sniper will remain on the hunt. Ivana Rechkalov is a skilled and deadly sniper. One cannot tell by her thick dark curls and simple look that she is a cold and deadly sharpshooter with 78 kills to her name. Having lost her family to the war, Ivana has become an introverted sniping machine. Ivana does her “work” alone, choosing to hunt the dreaded and evil Germans alone. Beware of falling into Ivana’s crosshairs!
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Ivana Rechkalov Hero Special Rules Special Rules
Ivana is Elite, never takes Gut Checks, and may Self-Rally.
Red Star Sniper Ivana always receives Sniper bonuses even though alone and without a Spotter as Ivana acts as both Sniper and Spotter. Ivana always receives the Binoculars bonus when Spotting on Opportunity Fire. Ivana is always considered Concealed when enemy units roll Spotting Checks. Morale: 17 Weapons Of Choice: Model 1891/30 Sniper Rifle and Binoculars Point Cost: 193
Ivana Rechkalov
Special Rules Ivana is Elite, never takes Gut Checks, and may Self-Rally. Red Star Sniper Ivana always receives Sniper bonuses even though alone and without a Spotter as Ivana acts as both Sniper and Spotter. Ivana always receives the Binoculars bonus when Spotting on Opportunity Fire. Ivana is always considered Concealed when enemy units roll Spotting Checks. Morale: 17 Weapons Of Choice: Model 1891/30 Sniper Rifle and Binoculars
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Igor “The Terror” Igorovitch Recovered from the diary of Lt. Sergei Pavlov, Red Army, Killed In Action.. June 2, 1944 ÒIgor Igorovitch..... Da, he is good strelok but his mind has gone bad a long time ago. Sweet and simple revenge is all that man Igor wants. He lives and breathes but the love of his heart has been stripped from him. He like many in our platoon is a survivor of Leningrad. The Germans, they laid siege to the old city for some say 900 days. Those in Leningrad ate rats and sawdust bread. Children starving to death. Civilians fighting on the front lines only to be cut down like kindling by German machine guns. Da, the sufferings of the people of Leningrad has ended but it has lit a fire of revenge in the heart of the Russian people. The Rodina (Motherland editor’s note) will not only survive but we will drive the invader back to his homeland and we will make him pay for his deeds. But, back to Igorovitch. Many in our unit say he simply lost his mind. But I know different for I have seen his type, seen other comrades like this man. Igorovitch he lost everything in Leningrad. His wife and children all long dead. How do I know? I have seen it the eyes of thousands since this Great Patriotic War has started. I do not need to ask Comrade Igorovitch. His eyes tell his sad story. He has the eyes of Leningrad. In times of no combat, this Igorovitch he keeps to himself. He is no trouble and fights good so I let him be. But on battlefield this strelok, this man, he moves with a calmness and swiftness like I have never seen. He roves the front lines of No Man’s Land darting from trench to trench. You can see him searching for Germans, seeking his revenge. When blizhnii boi comes, he is as if the gates of Hell itself have been ripped open. His rage and fury upon the enemy is like a wild animal but his combat skills are that of a well-oiled machine. He is a crazy man and carries no gun into battle only a sharpened shovel and an old SVT-40 bayonet to roam enemy trenches with. I have seen him take on four, maybe five Germans at one time, his sharp knives turning about like flails. I admit that sometimes I fear he will turn on me. That is why I call him The Terror. He is a terror to the Germans and yet I too am scared of this man. This terror (Igorovitch editor’s note.) I know, he will not stop until Berlin or he is killed. I know he must exact revenge on the demons that haunt his mind and soul. I know this as I am his komandir vzvoda, his Platoon Leader. I know nothing more of this Igorovitch except he fights good and I let him be. He only wants to find the Germans and kill them. I respect Comrade Igorovitch yet I fear the man.Ó
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Igor “The Terror” Igorovitch Hero Special Rules Special Rules
The Terror never takes Gut Checks for any reason.
Fanatic “The Terror” is considered a Fanatic and as such cannot be Broken or Suppressed. “The Terror” must move and attack any known enemy figure within two actions of movement. Note that “The Terror” is considered of Elite Troop Quality only in the event a Skill Check is required. Hand to Hand Multiple Attackers “The Terror’s” Hand to Hand combat skill from years of trench fighting gives him an edge. Multiple attackers charging into Hand to Hand with “The Terror” are forced to roll “one on one” with Igor as opposed to rolling multiple dice per the normal Hand to Hand rules. This simulates “The Terror’s” impressive skill and success at taking on multiple attackers at one time. The enemy may make the mistake of ganging up on “The Terror” once, but hardly twice. Trench Knife and Sharpened Shovel: “The Terror” fights with homemade weapons perfect for brutal trench fighting: a Trench Knife and Sharpened Shovel. These weapons serve “The Terror” well in the cramped and close quarters of roughly dug enemy trenches. Because of this all of his Hand to Hand rolls receive a –3 on the die roll in addition to all other modifiers. Note that these weapons are also silent and do not give away his location in the shadows of dank and dark trenches. Morale: Fanatic Point Cost: 134
“the terror”
Special Rules reason.
The Terror never takes Gut Checks for any
Fanatic “The Terror” is considered a Fanatic and as such cannot be Broken or Suppressed. “The Terror” must move and attack any known enemy figure within two actions of movement. Note that “The Terror” is considered of Elite Troop Quality only in the event a Skill Check is required. Multiple Attackers “The Terror’s” Hand to Hand combat skill from years of trench fighting gives him an edge. Multiple attackers charging into Hand to Hand with “The Terror” are forced to roll “one on one” with Igor as opposed to rolling multiple dice per the normal Hand to Hand rules. This simulates “The Terror’s” impressive skill and success at taking on multiple attackers at one time. The enemy may make the mistake of ganging up on “The Terror” once, but hardly twice. Trench Knife and Sharpened Shovel “The Terror” fights with homemade weapons perfect for brutal trench fighting: a Trench Knife and Sharpened Shovel. These weapons serve “The Terror” well in the cramped and close quarters of roughly dug enemy trenches. Because of this all of his Hand to Hand rolls receive a –3 on the die roll in addition to all other modifiers. Note that these weapons are also silent and do not give away his location in the shadows of dank and dark trenches. Morale: Fanatic
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“lion of danmark”
Berlin Edition
Das Front
July 24, 1944
DANISH LION STOPS RUSSIAN HORDE!
Narva, July 23, 1944 (Sond) - Oberscharführer Egon Christofferson of the 7th Kompanie, Regiment “Danmark,” was personally awarded the Ritterkreuz today by General Felix Steiner. The young and vibrant Oberscharführer Egon Christofferson looks every bit a hero and accepted the award with true Danish pride. Christofferson won the coveted medal for his heroic actions on June 12th when the Bolsheviks attacked Danish positions around the Estonian village of Dolgaja Niva. There at a trench defense system known as “Outpost Sunshine,” the young Oberscharführer personally led a counterattack of members of his 7th Kompanie. Though mightily outnumbered Oberscharführer Christofferson responded to the challenge like a “Lion of Danmark” and beat the dreaded Soviet troops out of the Danish defenses. Oberscharführer Christofferson should be commended for his actions and for the leadership of his fellow Danes in this
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particular action. General Steiner praised Oberscharführer Christofferson for his bravery before clasping his hand in gratitude. Christofferson’s commanding officer, an Untersturmfuhrer Hansen, reports that he is not surprised at the awarding of the Knight’s Cross to his fellow countryman. Says Untersturmfuhrer Hansen, “Oberscharführer Christofferson is one of my best men. He knows his duty and he knows the enemy. He is not afraid of any challenge.” Another soldier in Oberscharführer Christofferson’s unit, a Schutze Petersen, exclaims, “No one is
tougher than Oberscharführer Christofferson. He fights with the heart and claws of a lion!” Indeed this “Lion of Danmark” deserves not only a Knight’s Cross but also the praise of his countrymen. In other news SS Regiment “Danmark” is making preparations to move to stronger positions to hold back the Bolshevik advance. Though the Bolsheviks try to break the Panther Line, they are confounded by the heroic bravery of our Danish soldiers. DANES ENLIST TODAY! Many more brave Danes are needed to protect Europe from the evil Bolshevik hordes. Enlist today! Report to the “Danmark” recruiting station in Copenhagen. Men of Danmark - show the Bolshevik your Viking sprit and steel!
“lion of danmark” Hero Special Rules Special Rules reason.
Oberscharführer Christofferson is Elite and never takes Gut Checks for any
Captured Use Christofferson is not subject to the Captured Use penalty when using captured Russian weapons such as his PPSh-41 SMG. Not Suppressed Christofferson may choose to not be Suppressed. Any friendly troops within half his Command Range (7 inches) also may choose to not be Suppressed as Christofferson leads by example and bravery. Morale: 16-2 Weapons of Choice: Captured Russian PPSh-41 SMG Point Cost: 176
“Lion of danmark”
Special Rules Oberscharführer Christofferson is Elite and never takes Gut Checks for any reason. Captured Use Christofferson is not subject to the Captured Use penalty when using captured Russian weapons such as his PPSh-41 SMG. Not Suppressed Christofferson may choose to not be Suppressed. Any friendly troops within half his Command Range (7 inches) also may choose to not be Suppressed as Christofferson leads by example
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Haputmann Wolfgang Von Himmel Haputmann Wolfgang Von Himmel I Gruppe, Schlachtgeschwader 3, Luftflotte 1 With a swagger only a Luftwaffe Officer can have, Hauptmann (Captain) Wolfgang Von Himmel salutes his aircrew as he turns his great Stuka onto the grassy airfield. The morning sun has risen just barely above the woods at the Luftwaffe base near the town of Dorpat. It is truly a good day to fly. Von Himmel’s aircrew watches as his Ju 87G-1’s powerful 12-cylinder engine lifts the great plane into the air like a great bird of prey. Armed with 37mm cannons, Von Himmel’s aircraft truly is a bird of prey. Russian tanks are what Von Himmel hunts and this he does very well. Once airborne it is only a short trip to the front. Down below Von Himmel spots an assortment of Russian men and vehicles advancing resolutely towards German lines. Von Himmel pushes down on his Stuka’s stick and he drops towards the earth and his prey. He suddenly pulls the trigger and his Stuka’s 37mm cannons spit out round after round. Within seconds the Luftwaffe master pilot has tank kills 156, 157, and 158. With a grin Von Himmel turns his machine about for another pass. As he spots his next target, the plane shudders violently. Von Himmel feels a sudden thud and the plane dips hard to the right. Twice he asks his rear gunner for a damage report as he pulls hard on the stick. There is no answer and he can only assume the worst for his comrade. Straining to keep his great beast stable, Von Himmel believes he can reach a small clearing just ahead of the Russians and land safely. Getting back to German lines will be another matter altogether….. Hauptmann Wolfgang Von Himmel is a highly competent and respected Luftwaffe pilot with many tank kills to his name. He is well liked by the common soldier and can often be seen sharing a bottle with his infantry comrades. He knows he can count on them to help him out whenever he is on the ground after bailing out of a stricken plane. By the nature of his business, Von Himmel has spent a number of times on the ground having been shot down twelve times to date. Each time he has been lucky and managed to return…..
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Haputmann Wolfgang Von Himmel Hero Special Rules Special Rules:
Von Himmel is Elite and never takes Gut or Morale Checks.
Friend In Need Von Himmel is cocky, confident, and well liked by his fellow soldiers. Any figure within his Command Range will gladly come to his aide and will not be Suppressed or forced to take Morale Checks as long as they remain in Von Himmel’s Command Range. Morale: 18-0 Weapons Of Choice: Walther P-38 Pistol and one (1) Smoke Grenade Point Cost: 99
wolfgang von himmel
Special Rules: Von Himmel is Elite and never takes Gut or Morale Checks. Friend In Need Von Himmel is cocky, confident, and well liked by his fellow soldiers. Any figure within his Command Range will gladly come to his aide and will not be Suppressed or forced to take Morale Checks as long as they remain in Von Himmel’s Command Range. Morale: 18-0 Weapons Of Choice: Walther P-38 Pistol and one (1) Smoke Grenade
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BA-64B
About russian This BA-64B Unit
AAMG could not be depressed enough to actually hit targets in these shadowed areas. The Gun Shadows diagram demonstrates the Gun Shadows of the BA-64B. AAMG Upward Arc Of Fire The BA-64B’s AAMG mount allowed for the gun to be elevated to extreme degrees. In game play this means the AAMG may be elevated and fired up to three levels in height. In other words the AAMG is able to fire at targets located up to the third floor or level of a building or its equivalent. Bulletproof Tires The BA-64B utilized bulletproof tires that made the tires immune to small arms fire. All small arms fire (SMGs, Rifles, etc.) will not damage or destroy BA-64B tires/wheel locations. Radio When the BA-64B entered service about 1/3 of them were equipped with the 12-RP short-wave
The BA-64B is an excellent lightweight armored car perfect for offensive fire support and reconnaissance. It is uniquely nimble and effective in urban conditions thus lending itself well to city fighting. The BA-64B’s excellent four-wheel drive and suspension enables it to get around rubbled streets with little problems. Plus, its AAMG’s extreme upward arc of fire allows the BA-64B to spray upper floors of buildings, keeping enemy soldiers and snipers off of advancing Russian infantry units.
The BA-64B is especially dangerous to the enemy when teamed with Russian Shock units. It is able to provide continued close-in fire support for Shock Squads who have already dismounted Russian tanks they have hitched a ride with and have advanced beyond. A good tactic is to have the Russian tanks in such an attack provide HE fire support on suspected enemy locations while the Shock boys and the BA-64B run up on the enemy-held locations chosen as your points of attack. It was very common for BA-64Bs to support Russian units in city fighting, as this is where the BA-64B excelled the most. Therefore, in game play one BA-64B may accompany a Russian Shock Platoon in combat if desired. The BA-64B is a very fun vehicle to play. One last piece of advice is to use the vehicle’s speed, especially when in a city. Sitting too long in one place invites an enemy attack. While the BA-64B is an excellent offensive weapon it lacks the defensive armor protection found on tanks.
Russian BA-64B Type BA-64B
Cost 80
Special Rules Gun Shadows The BA-64B’s AAMG has “shadows” at close ranges around the vehicle. Enemy troops in these “shadows” posed a dangerous threat to the BA-64B because the
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BA-64B
3 Levels
3" Main Gun radio. BA-64Bs equipped with a radio may communicate with other Russian units possessing radios. In game play this simply means Russian units possessing radios may “talk” to each other. 12-RP Radio (Availability: 7). Pistol Ports Two pistol ports were located on each of the hull sides of the BA-64B. This allowed the BA-64B driver to fire at nearby enemy infantry without leaving the armored car. Special Rules Only the BA-64B driver may fire a Pistol out of the two Pistol Ports. When doing so all To Hit rolls are treated as No Target; all other enemy targets follow normal Terrain modifiers. Enemy fire into a Pistol Port is not allowed (the BA-64B driver is assumed to plug the Pistol Port after an action of fire/using a Pistol Port). Wire Mesh Turret Screen The BA-64B utilized a wire mesh screen top over the turret to protect the vehicle from having hand grenades lobbed into the turret.
3" Main Gun rage on the reich®
Closed Screen Any hand grenade that explodes on a closed wire mesh screen will not damage the vehicle but can effect the vehicle’s crew; treat per normal Grenade rules adding the +5 Partial Tank Cover modifier. Open Screen When a BA-64B’s Commander/ AAMG Gunner is Commander Exposed, the wire mesh screen is considered open and thus may have hand grenades lobbed into the vehicle. To lob a grenade into a BA-64B’s turret, treat per normal Grenade Rules with all crew subject to the “A” Ring on the hand grenade template. Four-Wheel Drive The BA-64B possessed four-wheel drive and an improved suspension that enabled it to traverse tough terrain like rubble more effectively. Special Rules Treat as a tracked vehicle for Bog on all Terrain types.
1" Pistol Port
ba-64b 20 17
No Penetration
18
13
14
15
8
9
10
3
4
5
16 11
7 2
6
1
Front hit location
Penetration 1. Immobilized / MC 2. Immobilized / MC 3. Immobilized / MC 4. Immobilized / MC 5. Immobilized / MC 6. Immobilized / MC 7. Immobilization / MC 8. Normal Damage 9. Normal Damage 10. Normal Damage 11. Immobilization / MC 12. Normal Damage 13. Normal Damage 14. Normal Damage 15. Normal Damage 16. Normal Damage 17. Normal Damage 18. Driver KIA / MC 19. Normal Damage 20. Commander KIA / MC
1. Automatic Penetration 2.Immobilization / MC 3. No Effect 4. No Effect 5. No Effect 6. Immobilization / MC 7. Immobilization / MC 8. No Effect 9. No Effect 10. No Effect 11. Immobilization / MC 12. No Effect 13. No Effect 14. No Effect 15. No Effect 16. No Effect 17. No Effect 18. Driver -1 Action 19. No Effect 20. Commander -1 Action
19
12
Front
Front hit location
Specifications
Special Rules
The BA-64B Armored Car, nicknamed the “Bobik” by Russian troops, was ideal for speedy reconnaissance missions and city fighting. Featuring four wheel drive and a small turret housing a LMG, the BA-64B proved to be an excellent and nimble AFV in the last years of the war.
Bulletproof Tires The BA-64B utilized bulletproof tires that made the tires immune to small arms fire. All small arms fire (SMGs, Rifles, etc.) will not damage or destroy BA-64B tires/wheel locations. Radio When the BA-64B entered service about 1/3 of them were equipped with the 12-RP short-wave radio. BA-64Bs equipped with a radio may communicate with other Russian units possessing radios. In game play this simply means Russian units possessing radios may “talk” to each other. 12-RP Radio Availability: 7 Radio Loss Anytime a RL is indicated, the controlling player must roll a d20 for the BA-64B’s radio. If a Non-Penetrating result indicates a RL, a roll of 16 or greater indicates Radio Loss. If a Penetrating result indicates a RL, a roll of 6 or greater indicates Radio Loss. Radios suffering Radio Loss are considered destroyed. Wire Mesh Turret Screen The BA-64B utilized a wire mesh screen top over the turret to protect the vehicle from having hand grenades lobbed into the turret. Closed Screen Any hand grenade that explodes on a closed wire mesh screen will not damage the vehicle but can effect the vehicle’s crew; treat per normal Grenade rules adding the +5 Partial Tank Cover modifier. Open Screen When a BA-64B’s Commander/ AAMG Gunner is Commander Exposed, the wire mesh screen is considered open and thus may have hand grenades lobbed into the vehicle. To lob a grenade into a BA-64B’s turret, treat per normal Grenade Rules with all crew subject to the “A” Ring on the hand grenade template. Four-Wheel Drive The BA-64B possessed four-wheel drive and an improved suspension that enabled it to traverse tough terrain like rubble more effectively. Special Rules Treat as a tracked vehicle for Bog on all Terrain types.
Introduced: Early 1943 Crew: 2 Weight: 2.67 tons Length: 12’1” Width: 5’5” Height: 6’1” Ground Clearence: 7.5” Wheel Width: 11” Main Gun: 1x7.62mm DT LMG Max Elevation: 90˚ Ammunition: 1260 MG rounds Speed: 50 mph Range: 348 miles Trench Crossing: N/A
Driver Gunner BA-64B BA-64B
Wt.
Size
HF
TF
HS/R
TS/R
HT
TT
2.6
S
1
1
1
1
1
1
Speed Load 15
-
TR -
Type Smoke HMG AC
-
-
CMG
AAMG
Gun
AP
-
LMG
-
-
Penetration APCR HEAT -
-
HE
HE Size
-
-
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ba-64b No Penetration
20
9
10
1
3
13
12
11 4
18
17
16
19
14
15 8
7
5 6
2
side
1. No Effect 2. Immobilization / MC 3. No Effect 4. No Effect 5. No Effect 6. Immobilization / MC 7. No Effect 8. No Effect 9. No Effect 10 No Effect 11. No Effect 12. No Effect 13. No Effect 14. No Effect 15. No Effect 16.Driver -1 action 17 No Effect / RL 18. No Effect 19. No Effect 20. Commander -1 action
Penetration 1. Normal Damage 2. Immobilized / MC 3. Normal Damage 4. Normal Damage 5. Normal Damage 6. Immobilized / MC 7. Normal Damage 8. Normal Damage 9. Immobilized / MC / Smoke 10. Immobilized / MC / Smoke 11. Normal Damage 12. Normal Damage 13. Normal Damage 14. Normal Damage 15. Normal Damage 16. Driver KIA / MC 17. Normal Damage / RL 18. Normal Damage 19. Normal Damage 20. Commander KIA / MC
Side hit location
Side hit location
20 No Penetration
12 7
17
18
13
14
15
8
9
10
3
4
5
16 11 6
1
Rear hit location
Rear hit location
top
R No Penetration
2 6
3
4
12
16
9
10
20
13 17
L
5
8
7
1 11
Penetration 1. Immobilized / MC 2. Immobilized / MC 3. Normal Damage 4. Normal Damage 5. Normal Damage 6. Immobilized / MC 7. Immobilized / MC 8. Normal Damage 9. Normal Damage 10. Normal Damage 11. Immobilized / MC 12. Normal Damage 13. Normal Damage 14. Normal Damage 15. Normal Damage 16. Normal Damage 17. Normal Damage 18. Normal Damage 19. Commander KIA / MC 20. Commander KIA / MC
1. Automatic Penetration 2. Immobilized / MC 3. No Effect 4. No Effect 5. No Effect 6. Immobilized / MC 7. Immobilized / MC 8. No Effect 9. No Effect 10. No Effect 11. Immobilized / MC 12. No Effect 13. No Effect 14. No Effect 15. No Effect 16. No Effect 17. No Effect 18. No Effect 19. No Effect 20. Commander -1 Action
19
2
Rear
15
14 18
19
top hit location
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1. Main Gun Destroyed / MC 2. Immobilized / MC 3. No Effect 4. No Effect 5. No Effect 6. No Effect 7. No Effect 8. Driver -1 Action 9. No Effect 10. No Effect 11. No Effect 12.No Effect 13. Driver -1 Action 14. No Effect 15. No Effect 16. Immobilized / MC 17. No Effect 18. No Effect 19. No Effect 20. Commander KIA / MC
Penetration 1. Main Gun Destroyed / MC 2. Immobilized / MC 3. Normal Damage 4. Normal Damage 5. Immobilized / MC 6. Normal Damage 7. Immobilized / MC / Smoke 8. Driver KIA / MC 9. INormal Damage 10. Normal Damage 11. Normal Damage 12. Immobilized / MC / Smoke 13. Driver KIA / MC 14. Normal Damage 15. Normal Damage 16. Immobilized / MC 17. Normal Damage 18. Immobilized / MC 19. Immobilized / MC 20. Commander KIA / MC
Side hit location
t-34 model 1942 units and could be found virtually anywhere along the brutal Russian Front.
russian About T-34 This model Unit 1942 The German invasion of Russia in 1941 displayed the success of the T-34 Model 1941 medium tank in combat. Thick armor and a good sized 76mm gun outmatched most German tanks in the field but more T-34s were needed quickly. German forces quickly raced through Russia and threatened the very Russian factories needed for tank manufacture. Many factories were even moved east of Moscow to places of safety. The need for more T-34s and the stresses on Russian manufacturing resulted in the need for quicker and more efficient manufacturing. The result was the T-34 Model 1942. On the surface the Model 1942 appeared very much like the T-34 Model 1941. Notable cosmetic changes included a new driver’s hatch and the addition of a circular hatch in the tank’s rear. Steel wheels were also fitted due to Russia’s severe shortage of rubber. Extra fuel storage was provided through the addition of fuel tanks mounted on the rear hull. Turret design varied based on the factory of origin; cast, welded, and new hexagonal turrets were all found on Model 1942s. Yet the most significant changes on the Model 1942 were in the actual production of the tank. The design was simplified with fewer parts necessary and implementation of a new automatic welding system. Despite the simplifications of the Model 1942, this version of the T-34 still suffered from the original T-34 design flaws. The turret only allowed for two crew members and still forced the tank’s commander to double as gunner. This made accurate firing difficult as the commander/gunner would have to drop down into the turret to fire the 76mm main gun once an enemy target was spotted. The Model 1942 also still lacked a turret basket which forced the two crew members in the turret to physically move with a rotating turret. The T-34 Model 1942 marked the next stage in the development and evolution of the T-34, arguably the best tank of WWII. The Model 1942 saw combat in large numbers not only in 1942 but throughout the remainder of the war. The Model 1942 truly was the “workhorse” of Russian Armored
The T-34 Model 1942 is without a doubt a great tank. Its 76mm gun and good armor always make it a good addition to any fight. Though possessing a less than desirable turret arrangement (no turret basket and commander doubling as gunner), the T-34 can bring devastating firepower onto the enemy. The key to good T-34 play is to play to its strengths and not to its weaknesses. Using the T-34 as mobile artillery make the turret arrangement less of a factor. Conversely, taking on German tanks head will amplify the T-34’s turret arrangement weakness. As most German tanks possess three man turrets, the advantage in tank to tank combat goes to the Germans. Perhaps the best Russian strategy for taking on German tanks is to engage them at longer ranges over several turns, gaining the Acquired bonus modifier on subsequent game turns. This will help to offset the No Commander and Buttoned Up penalties inherent to the earlier T-34 designs. Late-war additions
Russian T34 Model 1942 Type
Cost
T-34 M 1942
356
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t-34 model 1942
2" Pistol Port of pistol ports and a sub-caliber round (designed to be more effective against heavier German armor) did aid the Model 1942 in combat but could not eradicate the flaws of its turret design and layout. A final piece of advice is to simply learn the ins and outs of the T-34 in game play. Practice, as they say, makes perfect! Special Rules Pistol Ports Pistol ports were added to Model 1942 turrets. This allowed for crew members in the turret to fire at nearby enemy infantry without leaving the turret. One Pistol Port is located in the center of each side of turret. Special Rules Model 1942 crew may only fire Small Arms out of Pistol Ports. When doing so all To Hit rolls are treated as No Target. Enemy targets within 1 inch of a T-34 engaging in fire from Pistol Ports receive the Partial Tank Cover modifier; all other enemy targets follow normal Terrain modifiers. Enemy fire into a Pistol Port is not allowed (crew are assumed to plug the Pistol Port after an action of fire/using a Pistol Port). Sub Caliber Rounds (APS) After October 1943 Model 1942 tanks were issued four sub-caliber AP rounds (APS). This round employed a “shell within a shell.” An inner shell 1/3 of the gun’s caliber was encased in a rifled 76mm shell. Upon impact the inner shell would bust through armor, its kinetic energy increasing the armor piercing destruction inside an enemy tank. This round gave the T-34 Model 1942’s 76mm main gun better ability to take on heavier German late-
4" Main Gun
3" Hull MG
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war tanks. The four APS rounds issued to each Model 1942 were carried in the turret for quick use. All Model 1942s employed during or after October, 1943 may have access to APS rounds (Availability: 18). Special Rules The Russian APS round has a Penetration of 28. Ammo Storage Model 1942 tanks were only able to store 12 rounds in the turret. The remaining rounds were stored in the floor of the tanks’ hull and required much time to gain access to. Two AP, four APS, four HE, and four Frag HE rounds were normally stored in the turret. Unless specified, a Model 1942 begins a scenario with this compliment of rounds stored in the turret. Replace the four APS rounds with normal AP rounds for Model 1942s employed before October 1943. Radio At the start of the war, very few Russian tanks had radios. As the war dragged on, more and more Russian tanks were equipped with a radio for tank to tank communication. The Model 1942, when equipped with a radio, used the 9-R short-wave radio. Model 1942s equipped with a radio may communicate with other Russian vehicles possessing radios (Availability: 12). In game play this simply means Russian vehicles possessing radios may “talk” to each other. Zadov Armored Plating Model 1942s defending Leningrad often had 20mm of armor plating added to the hull front and turret sides for additional protection. This was done at Leningrad’s Zadov workshop during 1942-44. T-34 Model 1942s in Leningrad or attached to the Leningrad Front may have Zadov Armor Plating (Availability: 14). Special Rules Zadov Armored Plating adds a value of 5 to the Armor Value of a particular location it covers. Zadov Armored Plating covers the following Model 1942 Hit Locations: Front 8, 9, 10, 12, 13, 14, 15, 16, 17, 19 / Side 17, 18, 19.
t-34 Model 1942 20 17
No Penetration
18
13
14
15
8
9
10
3
4
5
16 11
7 2
6
1
Penetration 1. Normal Damage 2. Immobilized / MC 3. Immobilized / MC 4. Immobilized / MC 5. Immobilized / MC 6. Immobilized / MC 7. Normal Damage 8. Normal Damage 9. Normal Damage 10. Normal Damage 11. Normal Damage 12. Normal Damage 13. Raido KIA / MC 14. Normal Damage 15. Driver KIA / MC 16. Normal Damage 17. Loader KIA / MC 18. Main Gun Destroyed 19. Gunner KIA / MC* 20. Commander KIA / MC*
1. Automatic Penetration 2.Immobilization / MC 3. No Effect 4. No Effect 5. No Effect 6. Immobilization / MC 7. Immobilization / MC 8. No Effect 9. No Effect 10. No Effect 11. Immobilization / MC 12. No Effect 13. Radio -1 action 14. No Effect 15. Driver -1 Action 16. No Effect 17. No Effect 18. Main Gun Destroyed 19. No Effect 20. Commander -1 Action
19
12
Front
*only if commander in location
Front hit location
Front hit location Special Rules
Specifications The T-34 Model 1942 featured functional and manufacturing improvements from the earlier Model 1941. Large numbers of Model 1942s would see combat during the pivotal years of the war (1942-42) and until war’s end, making the T-34 Model 1942 the “workhorse” of Russian armored forces. Introduced: 1942 Crew: 4 Weight: 30 tons Length: 21’4” Width: 9’9.5” Height: 7’10” Ground Clearence: 1’.5” Track Width: 1’7” Main Gun: F-34 76.2mm Max Elevation: 30˚ Ammunition: 2394 MG rounds / 77 Main Gun rounds AP 19 HE 53 HE Frag 5 APS (1943-45) 4 Speed: 30 mph Range: 188 miles Trench Crossing: 9’ 10” Fording Depth: 2’ 9”
Radio Operator
Commander
Turret The turret of the T-34 Model 1942 could only accomodate 2 crew members with very little room to move. In addition when the turret was rotated the gunner and loader seats did not rotate. These factors combined to result in a very inefficient turret/gun design. Therefore this tank cannot turn the turret and fire in the same action. If the turret is rotated in the previous action before firing there is a +2 to the To Hit die roll. Commander / Gunner The gunner in the T-34 Model 1942 also served as the commander. This individual was very overworked and at no time could be Commander Exposed when firing the main gun or coax. Whenever the commander is operating the main gun he is acting as a gunner, not a commander. Therefore all main gun shots will suffer the No Commander penalty as well as the Buttoned-Up penalty. Commander Exposed Some T-34 Model 1942s had a large single hatch for the commander and the loader. The hatch folded forward to provide excellent cover from the front but no cover from the sides or rear. The hatch will give a +7 modifier when being shot at from the front but only a +3 from the sides or rear. Other more improved T-34 Model 1942s had seperate turret hatches for the Commander and Loader (treat per normal CE rules). Seperate Turret Hatches Availability: 12 * Failing the Availability roll indicates a T-34 Model 1942 has the large single hatch as found on the T-34 Model 1941. Radio Some T-34 Model 1942s had 9-R short-wave radios. Availability: 12 Ammo Storage Only 12 rounds were available in the turret ready racks. When more ammunition was needed the floor of the tank had to be removed. This took time and energy at perhaps a bad time. After 12 rounds have been fired, more ammunition must be retrieved in the floor bin. It takes 1 action to remove the floor plate, 1 action for every 3 rounds removed and a further 1 action to replace the floor plate. No other actions may take place except driving until the floor is replaced. See the T-34 Model 1942 Play Sheet for the type of of rounds typically stored in the turret ready racks. HE Frag
The Russians made a HE Fragmentation round that delivered better anti-
infantry effects. A HE Frag round will impact the target area like a 60mm round but extend to the E ring. APS
The T-34 Model 1942 could fire APS rounds after 1943; see T-34 Model
1942 Play Sheet Ground Pressure The T-34 Model 1942 has very wide tracks and a low ground pressure. Due to this the T-34 always receives a -1 to any Bog die roll. Fuel The T-34 used diesel fuel that was not as volatile as gas. The T-34 receives a +1 to the Penetration Effects die roll. Turret Overhang The turret of the tank had a dramatic rear overhang. Enemy infantrymen would take advantage of the overhang to place a mine or demo charge. When the mine or demo charge exploded it would send the turret flying. Whenever a figure in a close assault successfully places a mine / demo charge in location 8 or 13, the Penetra-
Driver
Loader
tion Effects will always be considered a 1 Catastrophic.
T34 Model 1942 T34 Model 1942
Wt.
Size
HF
TF
HS/R
TS/R
HT
TT
28
M
19
18
11
9
3
3
Speed Load 9
1
TR S
Type Smoke HMG T
10
LMG
CMG
AAMG
Gun
AP
LMG
-
76L
23
Penetration APS HEAT 28
-
HE
HE Size
12
Med.
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T-34 model 1942 No Penetration
20 16
10
9 1
17
2
18
19
11
12
3
4
13 5
14
15
6
7
8
Side hit location
side
1. Immobilization / MC 2. No Effect 3. No Effect 4. No Effect 5. No Effect 6. No Effect 7. No Effect 8. Immobilization / MC 9R. Driver -1 action 9L. Radio -1 action 10 No Effect 11. No Effect 12. No Effect 13. No Effect 14. Engine Hit Half Speed / Smoke 16. Main Gun Hit / MC 17 No Effect 18. No Effect 19. No Effect 20. Commander -1 action* *only if commander in location
Side hit location
Rear
20 No Penetration
12 7
17
18
13
14
15
8
9
10
3
4
5
1. Automatic Penetration 2. Immobilized / MC 3. No Effect 4. No Effect 5. No Effect 6. Immobilized / MC 7. No Effect 8. No Effect 9. Engine Hit Half Speed / Smoke 10. No Effect 11. No Effect 12. No Effect 13. No Effect 14. No Effect 15. No Effect 16. No Effect 17. No Effect 18. No Effect 19. No Effect 20. Commander -1 Action
19 16 11
2
6
1
Penetration 1. Immobilized / MC 2. Immobilized / MC 3. Immobilized / MC 4. Immobilized / MC 5. Immobilized / MC 6. Immobilized / MC 7. Immobilized / MC 8. Immobilized / MC 9R. Hull Gunner KIA / MC 9L. Driver KIA / MC 10. Normal Damage 11. Normal Damage 12. Normal Damage 13. Normal Damage 14. Immobilized / MC/ smoke 15. Immobilized / MC/ smoke 16. Main Gun Hit 17R. Normal Damage 17L. Gunner KIA* / MC 18R. Normal Damage 18L. Loader KIA / MC 19. Normal Damage 20. Commander KIA / MC*
Penetration 1. Normal Damage 2. Immobilized / MC 3. Immobilized / MC/Smoke 4. Immobilized / MC/Smoke 5. Immobilized / MC/Smoke 6. Immobilized / MC 7. Immobilized / MC 8. Immobilized / MC/Smoke 9. Immobilized / MC/Smoke 10. Immobilized / MC/Smoke 11. Immobilized / MC 12. Normal Damage 13. Immobilized / MC/Smoke 14. Immobilized / MC/Smoke 15. Immobilized / MC/Smoke 16. Normal Damage 17. Normal Damage 18. Normal Damage 19. Normal Damage 20. Commander KIA / MC* *only if commander in location
Rear hit location
Rear hit location
top
R No Penetration
2
3
4 7
6
16
12
17
L
8
9
10
13
14
15
20
1 11
5
18
19
top hit location
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1. Main Gun Destroyed / MC 2. No Effect 3. No Effect 4. No Effect 5. No Effect 6. Radio -1 Action 7. Gunner -1 Action* 8. No Effect 9. Engine Hit half speed / smoke 10. No Effect 11. Driver -1 Action 12. Loader -1 Action 13. No Effect 14. Engine Hit half speed / smoke 15. No Effect 16. No Effect 17. No Effect 18. No Effect 19. No Effect 20. Commander -1 action / MC* *only if commander in location
Penetration 1. Main Gun Destroyed / MC 2. Immobilized / MC 3. Immobilized / MC 4. Immobilized / MC 5. Immobilized / MC 6. Radio KIA / MC 7. Gunner KIA / MC* 8. Turret Overhang - see special rule 9. Immobilized / MC / Smoke 10. Immobilized / MC / Smoke 11. Driver KIA / MC 12. Immobilized / MC / Smoke 13. Driver KIA / MC 14. Immobilized / MC / Smoke 15. Immobilized / MC / Smoke 16. Immobilized / MC 17. Immobilized / MC 18. Immobilized / MC 19. Immobilized / MC 20. Commander KIA / MC *
Side hit location
Molotov Cocktail tured in factories for distribution to combat troops. Molotov Cocktails were used in massive quantities by both Russian partisans and the Red Army and became a symbol of Russia’s simple but brutal conduct of war against Nazi Germany. The Germans themselves employed their own versions collectively called brandflasche. Molotov Cocktails are still employed by guerrilla forces throughout the world no doubt a tribute to this weapon’s simplicity and deadliness.
Special rules
Molotov Cocktail Explosive Type: Mixture of 2/3 gasoline, 1/3 motor oil Detonator: Hand Lit Fuze Container: Glass Bottle
History The origins of the Molotov Cocktail actually date back to 1937 in Shanghai, China where Chinese troops used gasoline filled beer bottles against Japanese tanks. In the Spanish Civil War (1938), simple “firebombs” consisting of lit gasoline-filled bottles were hurled by Republican forces against Nationalist tanks. It was in Finland though during the Winter War of 1939-40 that the “Molotov Cocktail” gained worldwide notoriety. Finnish troops armed themselves with this simple but deadly weapon and used it to strike terror and death upon their Russian invaders. A gasoline and motor oil mixture would be placed in a glass bottle with a simple cloth soaked in the fluid protruding out of the bottle’s opening. This makeshift wick would then be lit and the glass bottle hurled at the enemy. Upon impact the glass bottle would shatter with the lit wick causing the deadly brew to instantly alight. The motor oil (or sometimes tar) allowed the fiery liquid to stick to both tanks and people. This crude but feared weapon was soon nicknamed a “Molotov Cocktail” by the Finns in jest and defiance of the Soviet Foreign Minister Molotov partly responsible for the Soviet invasion. The Russians, who had experienced these “Molotov Cocktails” from the receiving end, were quick to add these simple weapons to their own arsenal. The Russians employed Molotov Cocktails against the Germans (and the Finns for that matter) throughout WWII. Many Russian Molotov Cocktails were of the homemade variety while others were manufac-
Russian Rifle Squad A Russian Rifle Squad always has one Rifleman armed with a Molotov Cocktail as part of its organization and at the start of any scenario. Additional Molotov Cocktails may be purchased for a Russian unit if playing Easy Eight’s Battle Builder. Molotov Cocktail vs. Infantry Thrown like a normal hand grenade (see Grenades – To Throw A Grenade in the Battleground World War II Main Rule Set) but effects as follows: • The entire blast template is considered an “A” Ring with no Cover Modifiers. Note solid obstacles such as walls or buildings can however block a Molotov Cocktail. • All HW results are considered KIA. • Any surviving targets within the blast template must move to just outside of the blast template where they will be Suppressed. Any targets in an unescapable location are considered KIA. Molotov Cocktail vs. AFVs For rules see Man vs. Tank in the Battleground World War II Main Rule Set. Dud Anytime a Molotov Cocktail To Hit die roll results in a 20, resolve deviation as normal. However, the die roll of 20 means the Molotov Cocktail is a dud and the glass bottle did not break. Thus the Molotov Cocktail may be picked up and thrown by other figures including the enemy! Note that the Molotov Cocktail will explode in d6 actions after it was originally thrown. If playing with a GM this information should be kept hidden from the players (until the Molotov Cocktail is either thrown again and explodes or explodes from its original location). Fire A Molotov Cocktail may start a fire. Wood Buildings and Wood Roofs will catch fire on a die roll of 7 or less. Woods and fields will catch fire on a roll of 5 or less. For more information see Terrain in the Battleground World War II Main Rules Set.
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russian roks flamethrower extreme ranges little would be seen by the enemy. The German invasion of Russia in 1941 soon saw the ROK-2 in combat action. However there were not enough flamethrowers available on the front lines. To make things worse Russian factories were scrambling to make small arms as quickly as possible and the hard to manufacture ROK-2 got lost in the production shuffle. However the need for a man-carried flamethrower did not dissipate. A new and easier to manufacture version of the ROK-2 was soon created, eliminating the “backpack” appearance and simplifying the “rifle” projector. It appeared that simply having flamethrowers on the battlefield was more important than the concealment factor. This new flamethrower was given the name ROK-3. The ROK-3 was the primary flamethrower used by the Red Army for the majority of the war. Both the ROK-2 and –3 was designed for use at close ranges though its flammable fuel mixture could reach a maximum range of 45.7m (50 yds.). From approximately late-1943 to the end of the war, the ROK flamethrowers were primarily used by combat engineers and by “shock” units. The Russians soon found out, like the Americans in the Pacific, that flamethrowers were excellent weapons for eliminating strongly fortified enemy positions. Russian “shock” troops had the responsibility of hitting the enemy fast and hard. Therefore, shock units were often tasked at racing into city defenses and eliminating the enemy. For such work the flamethrower proved to be ideally suited and many shock squads each had its own flamethrower. It is unknown how many ROK flamethrowers were actually manufactured during the war. What is known is that the ROK flamethrowers gave the Russians an excellent and deadly weapon for cracking German defenses on the Russian Front.
ROK Flamethrower Weight (unloaded): 17.3kg Fuel Capacity: 9 liters Range: 36.5 to 45.7m (40-50 yds)
History The use of Russian man-carried flamethrower devices in World War I made it clear that flamethrower operators were easy targets for the enemy. As flamethrowers were bulky devices, few flamethrowers ever made it close enough to enemy defenses to be effective. In the years prior to WWII the Russians began developing a less conspicuous flamethrower. The attempt was to make a flamethrower appear for all practical purposes nothing more than a small arms weapon to the enemy. This flamethrower design was given the designation ranzewuj ognemjot K S-2 or ROK-2 for short. This flamethrower featured a fuel tank made to look like a soldier’s rucksack and a projector made to appear as a rifle. As a matter of fact the projector was actually modeled after the Mosin Nagant Model 1891/30 Rifle and employed its actual stock. Perhaps the only undisguised part of the ROK-2 was the fuel hose leading from the “backpack” to the “rifle.” However, at
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Special rules ROK Flamethrowers ROK flamethrowers are treated per the normal flamethrower rules in the main Battleground World War II Rule Set.
Tokarev TT-33 Pistol
Tokarev TT-33 Pistol Caliber: 7.62mm Cartridge: 7.62x25mm Muzzle Velocity: 418m (1375 ft) per sec Rate of Fire: semi-auto Magazine: 8 round detachable box Length: 193mm Weight (unloaded): .83kg
History In the years between the World Wars, the Nagant revolver served as the primary sidearm in the Soviet arsenal. However, the Nagant revolver left a lot to be desired. Despite rugged reliability in the field, the Nagant delivered less than adequate stopping power and featured slow and clumsy reloading due to a loading gate and ejection rod system. The Nagant’s firing mechanism was also slow and complicated. In 1930 Russian arms designer Fedor V. Tokarev produced a new semi-automatic pistol at the Tula Arsenal - Soviet Russia’s premier handgun manufacturing site. His design was for all practical purposes a copy of the M1911 Browning differing in the lack of a true safety mechanism (though having a safety notch on the hammer) and the addition of magazine guide lips machined into the pistol itself. Further, the pistol could be completely stripped and reassembled without tools. A simple eight round box magazine fit into the Tokarev’s handle. Most important, Tokarev chambered his design for the new 7.62x25mm cartridge in itself a modification of the .30 Mauser cartridge (7.65x25mm). In 1933, the Tokarev design was improved with a different disconnector and locking system. This version of the Tokarev pistol officially entered production and military service in 1933 as the Tula Tokarev Model 1933 or TT-33 for short. Though the TT-33 entered production with the intent of replacing the Nagant Revolver, the advent of WWII saw the
TT-33 serving alongside the older Nagant. It was the TT-33 however that was the signature Russian pistol used primarily by kommisars, field officers, and military police throughout the war. German snipers quickly learned to target those brandishing the TT-33! The TT-33 served admirably proving to be a highly dependable and usable pistol in the harsh combat and conditions of the Russian Front. Its popularity even stretched to the Germans who coveted this war prize and used it themselves against the Russians. By 1945 though a newer design called the Makarov was on the drawing boards that featured a 9mm (9x18mm) round. The Tokarev TT-33 Pistol however continued to see both combat and production abroad. The early 1950’s saw the Tokarev in combat in North Korea arming both Chinese and North Korean Leaders with the Chinese copy called the Type 51. The Czechs also created a variation of the TT-33 called the M52 Pistol that also saw Communist service in Korea. The TT-33 was also manufactured in Hungary as the Model 48. An improved 9mm-variation known as the Tokagypt 58 was developed at the Hungarian arsenal of Fegyvergyan for the Egyptian Police. The Tokagypt was also copied by the Chinese who gave it the name Type 54. The TT-33 was also copied by the Yugoslavs (the M65), the North Koreans (M68) and also by the Poles. Most of these variations, including the standard TT-33, would later see service in Vietnam and many of the Third World’s conflicts. The Tokarev TT-33 was the mainstay sidearm in the Soviet arsenal for nearly 40 years. This dependable and simple pistol proved to be a valuable asset and success for arming the Soviets and their allies and for Fedor V. Tokarev. Tokarev would also go on to develop the semi-automatic SVT-40 family of rifles used by the Russians early in World War II. But it was his simple pistol design that gave the Russians an excellent pistol on the battlefield and as a post-war export. The Tokarev TT-33 may certainly be regarded as the beginning of modern Russian pistol development.
Special rules The Tokarev TT-33 Pistol is the standard Pistol used by the Russians in Battleground World War II; all rules for Pistol (P) are in effect.
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PPSh-41 smg
PPSh-41 SMG Caliber: 7.62mm Cartridge: 7.62x25mm Muzzle Velocity: 488m (1600 ft) per sec Rate of Fire: 900 rpm Magazine: 71 round drum or 35 round box Length: 828mm Weight (unloaded): 5.4kg
History Russia’s disaster in the 1939-40 Winter War with Finland saw the need for more Russian front-line troops armed with submachine guns. Finnish soldiers armed with the Suomi SMG (distinguished by its 71 round drum) simply mowed down Russian infantry in close combat situations. Development on a new Russian submachine gun began in 1940 by weapons designer Georgii Shpagin. His design was lightweight, simple, and effective. Shapgin’s effort entered production in early 1942 with the official name of Pistolet-Pulemyot Shpagina obr 1941G or PPSh-41. The PPSh-41 SMG was the right weapon at the right time for the Soviet Union. The German invasion in 1941 resulted in the need for small arms immediately. Unlike its predecessor Russian submachine guns (the PPD-38 and –40), the PPSh-41 was cheap and easy to make because it used stamped metal parts – the first Russian weapon to claim this distinction. A simple open-bolt blowback design produced a heavy recoil however a sturdy wooden stock and a basic breach block of leather or felt helped ease this. The addition of a crude yet characteristic fluted muzzle brake also helped check the gun’s recoil. A basic fire selector switch located in front of the trigger allowed for semi or full automatic fire. Rounds could be carried in either a 35 round capacity curved magazine or in a large and heavy 71 round drum. The use of the drum was a direct copy from the Suomi. It is believed that its use had been favored by Stalin despite the fact that the drums were more expensive and time consuming to produce. This not to mention the fact that the drum added a whopping four lbs. to the gun!
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The “Pah-Pah-Shah” (as the gun was nicknamed by its Russian wielders) was extremely successful in production and in combat. The PPSh-41’s simplicity allowed for speedy mass manufacture in Russia’s largest armaments plants but also allowed the design to be built in the smallest village workshops. On the battlefield the PPSh-41 quickly became popular with combat troops who appreciated the gun’s firepower and ease. The PPSh-41could easily be stripped in the field yet needed very little cleaning. The PPSh-41 also performed well in winter conditions. The ease of manufacture and combat performance of the PPSh-41 resulted in entire units being issued it. Most noted of these were the “shock” units whose job was to assault enemy defensive positions with little more than PPSh-41s and hand grenades. Though the PPSh-41 was standard issue to Russian NCOs and leaders by war’s end, approximately 1/3 of all Russian combat troops were armed with the “Pah-Pah-Shah.” Roughly 5 million PPSh-41s were manufactured by the end of World War II. German troops coveted the PPSh-41 and used them extensively in place of their own rifles and submachine guns; PPSh-41 ammo was readily available on the Russian Front! The Germans gave captured PPSh-41s the nomenclature Machinenpistole (MP) 717(r). In 1943 an even cheaper and easier to make version of the PPSh-41 entered production as the PPS-43. The PPS-43 was made completely of metal and could only fire on full automatic. The PPSh-41 was retired from Russian service in the 1950s but several countries adopted this successful weapon including China (known as the Type 50), N. Korea, N. Vietnam, Iran, Yugoslavia, and the Warsaw Pact countries. The PPSh-41 truly was a symbol of Red Army power and of Russian manufacturing might during World War II.
Special rules The PPSh-41 is the standard SMG used by the Russians in Battleground World War II; all rules for SMGs are in effect.
Mosin Nagant Model 1891/30
Mosin Nagant Model 1891/30 Rifle Caliber: 7.62mm (0.3 in) Cartridge: 7.62x54Rmm vintovochnyi patron obr 1891g Muzzle Velocity: 550m (2,660 ft) per sec Effective Range: 1000m (1100 yds) Rate Of Fire: Bolt-action; 8-10 rpm Magazine: 5 round integral box Length: 1.232 m (48.5 in) Weight: 4 kg (8.8 lbs) Mosin Nagant Model 1938 Carbine Caliber: 7.62mm (0.3 in) Cartridge: 7.62x54Rmm vintovochnyi patron obr 1891g Muzzle Velocity: 820m (2,690 ft) per second Effective Range: 1000m (1100 yds) Rate Of Fire: Bolt-action; 8-10 rpm Magazine: 5 round integral box Length: 1.016m (40 in) Weight: 3.47 kg (7.6 lbs)
History The predominate Soviet rifle employed during World War II was the Mosin Nagant Model 1891/30 Rifle. This particular rifle was a shortened and easier manufactured version of its predecessor, the Mosin Nagant Model 1891. The Model 1891 itself was introduced in the late 19th Century and essentially combined the rifle model of Russian designer Mosin with the ammunition feed system of the Belgian Nagant brothers. The end product was a sturdy and dependable bolt-action rifle configured to fire 7.62mm (.30 in) rounds from a springloaded five round box. Because Russian measurements in use at the time measured the rifle’s round as 3 linii (3 linii or lines = 7.62mm), the new rifle was referred to at the time as the “Three Line Rifle.” Though hampered by a complex bolt mechanism, the Model 1891 performed well in the field and served as the main rifle for Tsarist forces inWorld War I. In 1930 the Revolutionary Military Council of the Workers’ and Peasants’ Red Army approved modernization of the Model 1891. The new version was based on an earlier
shortened Dragoon (Dragunskaya) version of the Model 1891 Rifle. Modernization included introducing a newer receiver, a stronger bayonet mechanism, and a rear metric sight to replace the antiquated arshini sight (1 arshin = 710mm or roughly 28 in.) found on Model 1891 Rifles. This new rifle was called the Model 1891/30 (vintovka obrazers 1891/30goda). The Model 1891/30 was manufactured in many factories throughout the Soviet Union and served throughout the Great Patriotic War (WWII) as the most prolific Russian infantry rifle in the field. Several variants of the Model 1891/30 were created and manufactured in the millions. A single-shot Model 1891/39 Sniper Rifle (Snayper vintovka obrazers 1891/30goda), sporting either a 4 power P.E. scope or a compact 3.5 power P.U. scope became the preferred Russian sniper rifle. It proved to be rugged, extremely reliable, and it’s bolt-action was virtually silent. In 1938 a new “carbine” version of the rifle was designed. Known as the Model 1938 Carbine (Karabina obrazers 1891/30goda) this weapon improved on the Model 1891/30 by reducing the rifle’s length and weight in addition to improving the rear sight. The Model 1938 truly was a carbine in name only; it was simply a shortened Model 1891/30 and performed the same in the field. The Model 1938 Carbine did not feature a bayonet but the Model 1938’s size soon proved better suited than the longer Model 1891/30 in house-to-house fighting. This carbine was produced from 1939 to 1943 and served throughout WWII as a weapon issued to cavalry, gun crews, NKVD, and rear-echelon personnel. The Model 1938 Carbine’s only drawback was the lack of bayonet. This was corrected with the Model 1944 Carbine: simply a Model 1938 with a folding bayonet along the forestock. The Model 1944 entered production in 1944 with the purpose of replacing both the Model 1891/30 and the Model 1938 Carbine. Captured Model 1891 patterned rifles were given the nomenclature Gewehr 254(r) by the Germans. Game Play In Battleground WWII the Model 1891/30 is the standard Russian infantry rifle; the Model 1938 Carbine is the standard weapon assigned to gun crews and rear-echelon personnel. Both are treated as a Rifle in play.
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DP LMG
DP LMG Caliber: 7.62mm Muzzle Velocity: 841m (2760 ft) per sec Rate of Fire: 600 rpm (automatic fire only) Magazine: 47 round pan Length: 1290mm Weight (unloaded): 9.12kg
History In the 1920s the Red army began modernizing the composition of its infantry units. Part of this modernization was the need for a squad support weapon in the form of a light machine gun. A design was accepted in 1927 from weapons designer V.A. Degtyarev working out of the Tula arsenal. Degtyarev’s design was remarkably simple and effective. Operating off of a gas blowback system, Degtyarev’s design amazingly utilized only six movable parts. A 47 round pan located on top of the receiver held the weapons’ rounds similar to that of the British Lewis gun. Additionally, the design weighed an impressive 9.12kg (20 lbs.) unloaded. In 1928 Degtyarev entered production and Red Army service as the Degtyaryova Pakhotnyi or DP. The weapon was immediately successful in training and extremely popular by troops because of its weight. By the start of WWII, the DP was the standard Russian LMG and was commonly found in infantry squads. Combat performance proved that the DP was an effective weapon. Its simple design and construction was easy to maintain in the field as well as being resistant to collecting dirt and grime. The DP however did have some drawbacks. The most major was the fact that the DP only employed 47 round drums. Like the contemporary British Bren LMG, the DP could not fire belted ammunition and sustain fire for
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long periods of time. Another drawback was that the DP was designed only to be fired in automatic fire mode. This often times resulted in wasteful expenditure of ammo and limited the DP Gunner’s control over the weapon when firing. Further, the DP’s ammo pans were easily damaged, the weapon’s bipod was unreliable, and the return spring weakened under extremely hot temperatures. Despite the inherent problems on the WWII battlefield, the DP did its job. A version of the DP was employed in Russian AFVs and was called the “DT”. A similar version was also used in aircraft under the designation “DS.” The DP served well into the 1950s until its eventual replacement by the improved DPM. The DP saw action in Korea while serving both the Chinese and the North Koreans in that conflict. The DP was also used by Communist Vietnamese forces against both the French and American troops in Vietnam. Overall, the DP was a great design and reliable weapon on the battlefield. Its success marks this weapon as the “grand-daddy” of all Russian light machine guns.
Special rules The DP is the standard LMG used by the Russians in Battleground World War II; all rules for LMGs are in effect.
Maxim HMG
Maxim HMG Caliber: 7.62mm Muzzle Velocity: 863m (2830 ft) per sec Rate of Fire: 580 rpm Magazine: belted ammunition Length: 43.6 in Weight (unloaded): 52 lbs.
History The Russian version of the famed Maxim machine gun entered production and service with Tsarist forces in 1910. This weapon, known as the Pulemyot Maxima (or Maxim for short), served as the primary Russian heavy machine gun during both world wars. The Maxim’s simplistic design and water-cooled firing system made the Maxim a hardy and reliable weapon in combat. Yet, some minor modifications to Hiram Maxim’s original design truly made this heavy machine gun a Russian weapon. One of the Maxim’s biggest drawbacks is its weight. At 52 lbs. unloaded and without water, the Maxim was hard to maneuver in the field. The Russians therefore added a “Sokolov” wheeled mount that enabled Maxim crews to wheel their guns around the battlefield. This addition did give Maxims more portability but crews were still forced to lift the Maxim over obstacles such as trenches. In snowy winter conditions sled runners would often times replace the mount’s wheels. Another Russian feature was the addition of an armored gun shield. This gave the Maxim’s gunner good protection from small arms fire but added even more weight to the Maxim. After the addition of the Sokolov wheeled mount and armored gun shield, a Maxim gun weighed in at a whopping 152 lbs.!
In World War II the Maxim formed the primary heavy support weapon for infantry platoons and companies. Officially, a heavy machine gun squad was attached to each Russian infantry company after 1942. However, it was not uncommon for Maxim teams to be found supporting platoon sized units in both the offense and defense. The Maxims’ firepower combined with the wheeled mount enabled the Maxim to brutally effective in the support of advancing Russian infantry. Towards the end of the war, the trusty Maxim began to be phased out of production by the newer Goryunov SG 43 machine gun. Yet the Maxim continued its reliable service until the end of the war in 1945.
Special rules Arc of Fire The Maxim HMG has a 180-degree arc of fire when employed in HMG mode on the Sokolov wheeled mount. Gun Shield The Maxim HMG employs a Gun Shield to protect the weapon’s Gunner. Add +5 to any Effect die roll for the Maxim’s Gunner only. This modifier cannot be combined with any other terrain modifier. Wheeled Mount The Maxim HMG is mounted on a Sokolov wheeled mount. If a player wishes to move a Russian Maxim HMG, it may simply be wheeled from firing position to firing position. It takes two man actions to wheel the Russian Maxim HMG one action of movement (5”); it takes one man action to carry the weapon’s ammo one action of movement. This enables a full three man Russian Maxim HMG Team to move the Maxim HMG and its ammo in one action. When wheeling a Russian Maxim HMG, replace the firing figures on the game table with the “wheeling” figures.
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PTRD-41 / PTRS-41 atr
PTRD-41
PTRD-41 Caliber: 14.5mm Cartridge: 14.5mm Muzzle Velocity: 1010m (3314 ft) per sec Rate of Fire: single shot Length: 2.02m (6 ft 7.5 in) Weight (unloaded): 17.3kg Armor Penetration: 25mm at 500m PTRS-41 Caliber: 14.5mm Cartridge: 14.5mm Muzzle Velocity: 1010m (3314 ft) per sec Rate of Fire: semi-auto Magazine: 5 round clip Length: 2.10m (6 ft 11in) Weight (unloaded): 17.3kg Armor Penetration: 25mm at 500m
History Russian development of anti-tank rifles (ATRs for short, protivotankovoye oruzhiye in Russian) began late in the 1930s when most modern armies already employed such weapons in the field or were in the process of discarding them. By the start of World War II, tank development had also significantly increased the thickness of armor found on tanks, making ATR rounds (basically large solid bullets) ineffective and practically obsolete. Despite these two drawbacks the Russians entered two similar yet different ATRs into production just prior to the German invasion of Russia in 1941. The two models, the PTRD-41 and PTRS-41, both fired a massive 14.5mm (.57 in) round – perhaps the largest or heaviest small arms round employed during World War II. The PTRD-41 was designed by the Degtyarov design bureau (the creators of the DP LMG) and somewhat resembled the contemporary German Panzerbuchse 38. The PTRD-41 employed a single-shot firing mechanism featuring a “long recoil.” The barrel, after firing, recoiled in the ATRs stock and ejected the spent casing. The gunner or loader would then manually insert a new round and close the weapon’s bolt. Rounds available included both steel-core and tungsten-
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cored armor piercing (AP) varieties that could penetrate 25mm (almost an inch) of armor at 500m. Because of its incredible length and kickback both a muzzle brake and a bipod were added to the gun. The PTRD-41 proved to be a high quality weapon and sturdy in the field. German captured PTRD-41s were known as the 14.5mm Panzerabwehrbuchse 783(r) but the Germans did not commonly employ these after 1943 except in garrison roles. The PTRS-41 was similar to the PTRD-41 but was more complex and hence problematic. Created by the Simonov design team, the PTRS-41 fired the same round and looked similar in appearance. However, the PTRS-41 used a fiveround clip, used a gas blowback system, and was slightly heavier in weight. More importantly it was less reliable in combat, jammed easily, and was longer in length than the more combat effective PTRD-41. Despite its slight inferiority and popularity when compared to the single-shot PTRD-41, the weapon’s upside certainly was its five-round clip and the need for manual reloading after firing each round. The PTRD-41 saw combat in great numbers on the Russian Front; captured German PTRS-41s were given the name 14.5mm Panzerabwehrbuchse 784(r). As the Russian ATRs were becoming less and less effective in an anti-tank role, Russians troops found new uses for their deadly and long range ATRs. Naturally both ATRs were still effective against lightly armed AFVs and unarmored vehicles such as jeeps and trucks. Yet the Russians found the ATRs to be devastating when used against people. The last two years of the war saw Russian ATRs used skillfully in urban fighting. Though too long and awkward for house-tohouse fighting, Russian ATR Teams (consisting of a Gunner and Loader/Spotter) were good for long range support of assaulting Russian “shock” troops. The ATRs were especially good for picking off enemy targets and snipers ahead of their assaulting comrades. German troops defending the streets of the Reich soon feared the Russian ATRs and tried to take them out whenever possible. Though both Russian ATRs entered production in mid-1941 they both remained in service with Russian forces to the end of the war. Both ATRs would also see duty with Communist troops in Korea. The PTRD-41 and PTRS-41 served the Russians well and gave an outdated weapon a new and deadly place in the Russian arsenal.
ptrd-41 / ptrs-41 ATR PTRS-41
Special rules Special Rules Firing Both ATRs take one action to fire. The PTRD-41 takes one action to reload. The PTRS-41 must take one action to load after its five round clip is expended. Both ATRs must either be fired with crew Prone and bipod deployed or must be fired while braced on a wall, window, trench, etc. Anti-Tank The PTRD-41 and the PTRS-41 has its penetration value listed on the chart; all Penetration Effect rolls caused by a Russian AT-Rifle receives an additional +3 on the
Penetration Effects Chart. Anti-Personnel When firing at personnel, the PTRD-41 and the PTRS-41 uses the range of a HMG and hits on the Effects Chart like a LCMG. Jamming PTRD-41 Jams on a 19 or higher. The PTRS-41 Jams on a 16 or higher. Russian ATR vs. AFV Chart Type
6"
12" 18" 24" 30" 36" 42" 48"
To Hit
16
14
12
10
9
8
6
4
Penetration
9
8
7
6
5
4
3
2
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Russian Grenades hand grenade carried by Russian troops during World War II and is the standard Russian hand grenade in Battleground World War II. Special Rules Less Deviation Due to its stick handle, the RGD-33 will deviate less. When rolling deviation the result is simply halved. Offensive Grenade The large blast and concussion does less damage. The “C” Ring of the hand grenade template should be treated as an “E” ring. This grenade is the standard Russian hand grenade in Battleground World War II and is considered as such unless specifically stated otherwise.
Russian Grenades During the Great Patriotic War (WWII to non-Russians), the Red Army equipped its troops with a variety of different hand grenades. Russian troops were instructed to use hand grenades as part of the Russian close combat tactic of blizhnii boi. Hand grenade use then was viewed as standard weaponry in offensive and defensive attacks, especially when combating the enemy in trenches, villages, cities, and forests. Simple to make and easy to use, Russian hand grenades were a common encounter on the dangerous and bloody Russian Front. The three most common Russian hand grenades of World War II were the RGD-33, F-1, and the common Smoke Grenade. RGD-33 Offensive Stick Grenade The RGD-33 is an offensive grenade. It is designed so that when it explodes its fragments cover a smaller area of roughly 5-25m. The purpose of this is to allow for its thrower to move toward the enemy while the grenade is exploding without fear of hurting the thrower himself. The RGD-33 is a stick grenade with the fragmentation head mounted on a throwing stick made of wood. This configuration is exactly the same as the more famous German Stielhandgranate 39, better known by its nickname “potato masher.” Like all stick grenades the RGD-33 is easy to throw because of its stick handle. An added benefit of this feature is that the stick handle greatly reduces the grenade’s tendency to roll away once thrown and on the ground. However, stick grenades are awkward to carry because of the long handle and only a few can be carried by one person. The RGD-33 formed the most common Russian
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F-1 Defensive Hand Grenade The F-1 Hand Grenade is an egg-shaped defensive grenade. Its purpose is to shower a wide area of roughly 100m with hot, jagged metal fragments upon detonation. Defensive grenades like the F-1 are best suited for defensive roles whereby the thrower can seek protection from the grenade once it is thrown. The F-1 is best suited for causing serious damage to infantry or even vehicle targets. Its round egg shape makes this grenade and several others like it easy to carry. F-1 Defensive Hand Grenades were not as common as RGD-33 Offensive Stick Grenades amongst common infantry troops but were standard issue to better troops such as those in “shock” units. The F-1 follows all rules for standard hand grenades in the Battleground World War II Rules Set.
Smoke Grenade In addition to fragmentation grenades, the Russians also used smoke grenades. These varied from manufactured smoke grenades to homemade contraptions concocted in the field. Filled with a simple smoke compound, smoke grenades were used mostly to conceal an infantryman’s location from the enemy. When thrown en masse an entire squad or platoon could be obscured from vision thus facilitating a unit’s attack or retreat. Russian Smoke Grenades follow all rules for hand thrown smoke grenades in the Battleground World War II Rules Set.
the rules line.” Therefore trenches were most common on the outskirts of key villages, cities and natural landmarks such as hills. Trenches form protection and also form firing positions as well. For both reasons trenches were almost always dug in zig-zag patterns. Zig-zagging trenches also prevented enemy troops from firing down a trench line. Trenches improved protection from artillery shells and created overlapping fields of fire for defending troops against enemy targets. Series of connected trenches offered numerous firing positions and fields of fire. More importantly, these trench systems allowed larger units to fight together while maintaining contact and communication. In Battleground World War II game terms there are two types of Trench: Basic and Improved. Types of Trench Basic Trench Basic Trenches require little more than shovels and elbow grease. For all practical purposes a basic trench is simply a defensive position quickly dug into the earth that is roughly a single man’s size in width. Both Russian and German troops dug basic trenches virtually everywhere they went as a basic trench offers more protection than an individual foxhole. A trench also allows squads to remain intact as a unit as opposed to being isolated and spread out in foxholes. Basic trench in reality and in game play can be found virtually anywhere as the common soldier carried an entrenching tool and used it on almost an everyday basis! Sighting When making a Sighting Check at figures located in a Basic Trench, treat as Concealed adding the Hasty cover modifier. This assumes figures in a trench are up in a fighting position where heads, shoulders, weapons can be seen. Figures forced Prone drop to the bottom of a trench, blocking Line Of Sight to those outside of a trench. Movement Infantry: Entering a trench (jumping into from above) is free, i.e. there is no additional penalty. Moving in a trench is treated as normal movement. Leaving a trench costs one action. Vehicles: see AFVs vs. Trench below. Cover Basic Trenches provide +5 cover.
Trench fighting rules Trenches On the Russian Front both the Russians and the Germans became experts at preparing defensive positions. The most common and practical defensive position was the trench. A trench can simply be defined as a man-high, open-topped tunnel dug into the earth for protection from enemy bullets and artillery. Though usually associated with World War I, the trench still proved a simple and yet effective means of protection for combat troops in World War II. Trenches were most often found in defensive locales where static or stationary forces either guarded a particular position or “held the
Improved Trench Improved Trenches have been prepared over several days or weeks often times with engineering equipment. Improved trenches include features that help the trench defy both the enemy and the weather. These features include planked floors and walls, firing parapets, sandbags, and covered pits. Improved trenches are almost always part of an interlocking trench system where improved trenches connect with firing pits and communication defensive posts. Improved trenches are not as common as basic trenches due to the time required for construction; in reality and in game play these are found mostly defending the outskirting approaches to key villages, cities, and on landmarks such as hills. Sighting When making a Sighting Check at figures located in an Improved Trench, treat as Concealed adding the
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the rules Improved cover modifier. Movement Infantry: Entering a trench (jumping into from above) is free, i.e. there is no additional penalty. Moving in a trench is treated as normal movement. Leaving a trench costs one action. Vehicles: see AFVs vs. Trench below. Cover Improved Trenches provide +6 cover. Gun Pits In larger trench systems special gun pits were often dug into trench systems. These gun pits were dug like a trench but allowed more room for weapons with crews such as machine guns and mortars. Gun pits tend to be circular or rectangular in shape and may also be covered and camouflaged. For Sighting and Movement treat as Basic or Improved trench. In Battleground World War II game terms there are two types of Gun Pits: Open and Covered. Open Gun Pit Open Gun Pits are really no different than trenches with the exception of being dug to accommodate a support weapon. Open Gun Pits can be found in both Basic and Improved trenches. Treat an Open Gun Pit like the trench it is a part of (i.e. an Open Gun Pit in a Basic Trench is treated like Basic Trench for Sighting, Movement, and Cover). Note that an Open Gun Pit can never be a different trench type (i.e. an Open Gun Pit cannot be considered Improved Trench if the trench it is a part of is Basic Trench).
ures. Treat per normal rules noting that LOS is determined in this case by drawing a straight line from the center of the base of the sighting figure to the base(es) of any eligible enemy figures (see example below). Figures without enemy figures in LOS in a trench may still set Op-Fire or Ambush during the Special Fire Modes phase at the top of a game turn even if an enemy figure is known to be lurking about. Example: During a game turn, a Russian figure lays in wait around a bend in a trench; enemy troops pass within his LOS during the course of the turn but there are no enemy figures in the Russian’s LOS at the top of the next game turn. Therefore, the Russian may elect to set Op-Fire or Ambush Special Fire Mode even though he knows enemy troops are in the trench.
No Line of Sight Example Each of the two figures in the trench do not have a line of sight to an enemy figure.
Trench Line
Closed Gun Pit A Covered Gun Pit has a roof made of sandbags, logs or other hard material over the gun pit. This gives additional protection to the weapon and the crew in the gun pit. Covered Gun Pits are only found in Improved Trenches as they take longer time to construct and prepare. Cover A Covered Gun Pit provides +7 cover. Hand Grenades vs. a Covered Gun Pit should be treated as Hand Grenade vs. Pillbox. Trench Fighting From Trench Figures fighting from or defending a trench use all Sighting, Movement, and Cover rules for the trench type specified. Note that machine guns set-up in a trench are assumed to be resting outside of the trench on the lip of the trench and therefore qualify as being set-up for Special Fire Modes. Example: a LMG is firing from the trench and therefore is assumed to have its bipod resting on the lip of the trench; the LMG is eligible for Special Fire Modes. Inside Trench Opposing enemy figures often fight it out in a trench. When this occurs both attacking and defending figures lose any cover the trench provides. Treat such instances as Open for Sighting Checks and Open Ground for cover and movement. Line Of Sight Because trenches were commonly dug in zig-zag patterns and at right angles, figures fighting in a trench may at times lose Line Of Sight (LOS) to enemy fig-
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Line of Sight Example The Russian DP Gunner has a line of sight to the German figure. The German figure also has a line of sight to the Russian.
Trench Line
Leaders and LOS Leaders must still maintain LOS and Command Range in a trench when attempting to Rally Broken figures. AFVs vs. Trench Tanks and other tracked AFVs can cause problems for trenches. Treads can usually grind a Basic Trench into a pile of dirt with little problems. However, infantry in trenches can equally cause problems for tanks as trenches offer good concealment from which anti-tank weapons can be fired. Crossing a Trench Only fully tracked AFVs may cross a trench. There is no penalty for a fully tracked AFV crossing
the rules a trench. A fully tracked AFVs stopping on top of a trench must roll a Bog Check; on a 19 or higher the AFV is Bogged on the trench. Crushing a Trench Only fully tracked AFVs may crush a trench. A fully tracked AFV may crush a section of Basic Trench by spending two actions of 180-degree movement grinding in place or four actions for Improved Trench. The section of trench crushed is equal to the width of the AFV doing the crushing.
rubble Rubble is formed from destroyed buildings and as such is prevalent in cities. It is found in heaps or piles and consists of the materials found common to buildings: concrete, bricks, mortar, wood, broken furniture, steel pipes, etc. Rubble forms difficult terrain for AFVs to traverse while also offering excellent defensive positions. As cities were constantly fought over on both fronts, fighting in and around rubble became a matter of routine. Rubble may come in three varieties: Light, Medium, and Heavy Rubble.
Cover Only Prone infantry figures in (or behind) Light Rubble receive a +3 cover modifier. This is in addition to Prone (for a total of +5 cover) but may not be applied to any other cover. Vehicles do not receive any cover and do not have hit locations blocked by Light Rubble. Medium Rubble Medium Rubble is found around destroyed city blocks and buildings where walls or sections of buildings have collapsed. Medium Rubble is most common Rubble encountered in Battleground World War II. All areas found in a destroyed building or city block are considered Medium Rubble where not specified. Sighting Infantry and Vehicles in or behind Medium Rubble are considered Concealed. Movement Tracked vehicles Bog on a 20 each action spent in Medium Rubble. Wheeled and halftrack vehicles Bog on a 19 or higher. Cover Infantry figures in (or behind) Medium Rubble receive a +4 cover modifier. This is in addition to Prone (for a total of +6 cover) but may not be applied to any other cover. Vehicles only receive cover of those Hit Locations covered by Medium Rubble and may be considered Hull Down if applicable. Heavy Rubble Heavy Rubble is found inside buildings that have collapsed on themselves or where upper stories/roofing have caved in. Heavy Rubble is also found in areas of total destruction (air raids, massive shelling). It is impossible for AFVs to traverse and slows infantry down greatly. Heavy Rubble is generally one or more levels in height. Sighting Infantry in or behind Heavy Rubble are considered Concealed and receive a +1 column shift to the right on the Sighting Chart. Vehicles behind Heavy Rubble are considered Concealed if not blocked by LOS. Movement Infantry in Heavy Rubble are reduced to 1/2 movement. Movement in or through Heavy Rubble by vehicles is not allowed. Cover Infantry figures in (or behind) Heavy Rubble receive a +5 cover modifier. Vehicles only receive cover of those Hit Locations covered by Heavy Rubble if applicable.
Light Rubble Light Rubble is generally found on the outlying areas of urban destruction but consists of enough destroyed matter to be somewhat of an obstacle. Light Rubble can vary in the size it covers but in reality is no more than knee-height on an individual. Sighting Infantry in or behind Light Rubble are considered Concealed and receive a -1 column shift to the left on the Sighting Chart. Light Rubble only breaks LOS to Prone infantry figures in (or behind) it. Movement Light Rubble does not effect movement of infantry or tracked vehicles. Wheeled and halftrack vehicles Bog on a 20.
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scenario map NARVA JANUARY - JULY 1944
Soviet Attack 20
Div.ESTONIAN
1. Lucky 13 2. Road to Hell 3. Outpost Sunshine 4. Steets of Fire 5. Claws of the Tiger
1
Eng.Btl.54
Lilienbach
Rgt.49 DeR 5
Pahklemae
Art.Det.54
Petri Square Hermannsburg
4
49
Eng. Btl.11
Brg.NEDERLAND 2
Ivangorod
Rgt.48
Rgt.24 DANMARK
11 NORDLAND H.Q.
Art.Rgt.11 Kreenholm
4
III/24 24
Rgt. 23 NORGE
II/24
Dolgaja Niva
3
Outpost Sunshine
Lucky 13 orders Date: March 18, 1944 Time: 0930 hrs. Location: Near Lilienbach, 3 km NE of Narva Background: The Stuka Pilot that strafed your group, destroyed tanks, and killed men has been shot down. The men that you sent to find prisoners have returned to let you know that the Stuka pilot is alive but more forces are needed to capture him. German forces have been spotted heading towards the wreckage. The local Kommissar lets it be known that you must capture this German pilot at all costs so that he may be interrogated. Gathering an effective force you head towards the downed plane. Orders: Capture the downed Pilot for interrogation. Major Victory - Capture the Pilot alive and get him off the Russian side of the board. Minor Victory - The Pilot is KIA.
Comrades of Russian 8th Army One Kommissar with Tokarev TT-33 Pistol and Binoculars
ML 16
One Regular Russian Rifle Platoon (minus one Rifle Squad) One Regular Russian ATR Team
Special Rules 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com. 2. All woods are considered Light Woods.
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Russians Enter Board Turn 1 (Russian Side)
Lucky 13 orders Date: March 18, 1944 Time: 0930 hrs. Location: Near Lilienbach, 3 km NE of Narva Background: “Lucky 13” is what comes to mind as Von Himmel unstraps his pilot’s harness. With a grin he tilts his crushed “Jagdfliegerknicke” cap and pulls himself from the cockpit of his downed Stuka. While standing on the remnants of his left wing, his suspicions are confirmed as he looks at the body of his rear gunner slumped over in his seat. Turning his head skyward he can see no sign of what got him, but upon looking around he does spot some roving Russian Infantry advancing from the woods. Orders: Get Von Himmel to safety across German lines. Major Victory - Get Von Himmel safe and alive off the German side of the board. Minor Victory - Von Himmel alive at end of turn 14 and still on Board but within German hands.
Soldaten of SS PzGren-Regt. 49 “De Ruyter,” 4th SS-Freiwilligen-Panzergrenadier-Brigade One Veteran German Rifle Platoon Command Two Veteran German Rifle Squads One Veteran German Sniper Team with, 1 Sniper with Kar 98k Rifle and Scope 1 Spotter with StG-44 AR and Binoculars
ML 12 ML 12
Downed Stuka from I Gruppe, Schlachtgeschwader 3, Luftflotte 1 Hauptmann Wolfgang Von Himmel
ML 18-0
Special Rules 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com. 2. All woods are considered Light Woods. 3. Von Himmel starts anywhere within 2” of the Stuka.
Rage on the reich®
Germans Enter Board Turn 1
Lucky 13 Gamemaster’s Special Rules Russian 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com. 2. All woods are considered Light Woods. German 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com. 2. All woods are considered Light Woods. 3. Von Himmel starts anywhere within 2” of the Stuka. Gamemaster 1. Woods are considered Light Woods. 2. There is a ridge through the center of the field that raises the north end of the field about 2-3 ft giving forces on the south side of it +3 cover from force to the north of it; anyone Prone behind it cannot be seen 3. Treat the plane wreckage as +5 Vehicle Cover. Historical Outcome Air support was critical to the defense of Narva and the Baltic States. Perhaps the most successful air asset employed was the JU-87. Known as the “Stuka” (short for Sturzkampfflugzeug or dive bomber), this plane became famous for its gull wing design and dive bomber killing ability. A midwar variant, the JU-87G-1 entered service in 1942 and featured a 30mm cannon under each wing and a 7.62mm LMG for the rear gunner. This particular version soon was called the “Panzerknacker” or “Tank Buster” for its ability to sweep in behind enemy tanks and destroy them with rapid 30mm cannon fire. Stukas added to the defense of Narva and the Panther Line by engaging enemy ground targets in combat operations from the Baltic Sea to Lake Peipus. The Stukas of Schlachtgeschwader 3, Luftflotte 1 were based at Dorpat and flew many sorties in defense of the Narva bridgehead. Certainly many Stukas (and other German planes for that matter) were shot down around Narva. Every effort was made by the Germans to recover plane and pilot as both were difficult to replace. For the exact same reasons Russian troops wanted to capture or destroy plane and pilot. The loss of one more pilot and plane meant less German killing from the air on the Russian Front! In reality it was not uncommon for downed German pilots to walk for miles in dangerous enemy territory before either being rescued or finding their way back to their own lines. This hypothetical yet realistic scenario features a downed Stuka pilot and the race to either rescue or destroy him. Regardless of which side you choose to be, you are sure
to have fun with Lucky 13! Game Options Additional German Squad Adding an additional Veteran German Rifle Squad may be added if needed or desired. GMs may want to insert such a squad into the middle of a game if things tend to go heavily in the Russian players’ favor. If this occurs simply have a roving German patrol enter the game. Additional Russian Squads More Russian Rifle Squads may also be added if game parity is in question. This game option may be added at the start of the scenario at either the GM’s or players’ discretion. GM as Von Himmel Another fun game option is for the GM to take command of the downed pilot, Von Himmel. This is a fun way for the GM to get involved in the game as a player while still maintaining some impartiality. Yet in order to do this effectively the GM must play Von Himmel realistically. Obviously Von Himmel will attempt to be rescued and not duke it out with the Russian with only his pistol. As long as the GM plays Von Himmel fairly this game option can be really fun and even more fair. Now the German player cannot coordinate game moves between Von Himmel and his rescuers; the Germans have to either communicate with the pilot or guess his moves. Keeping the pilot in the hands of the GM makes Von Himmel very unpredicatble for the gamers involved. This really is an easy and simple way to make this scenario even more fun for those playing it! Designer Notes Simple is the word for this scenario. Those who play or GM the scenario will easily see that it is meant to be a fast pace game. What will also be apparent is that the scenario can go either way (German or Russian) with many different potential outcomes. Having a scenario that is both fast and can go either way makes for good gaming; it also is the type of scenario that could be played twice in the course of an evening, allowing gamers to try out different options and strategies. The real key to the scenario is that it is simply a race. As such the scenario has a limited number of forces in play. On the other hand don’t be afraid to add forces and change the scenario from a race to a chess match. One never knows where a plane might crash! The possibilities are endless on the game table! A 1/48 scale Stuka model kit works great with Easy Eight’s 28mm figures in this scenario. Stuka model kits can be easily found in virtually every model shop.
Rage on the reich®
Germans Enter Board Turn 1 Russians Enter Board Turn 1
Road to hell orders Date: March 8, 1944 Time: 0630 hrs Location: Leningrad Road, 1 km east of Narva Background: After two days of devastating air and artillery shelling of Narva, the order has been given to attack! The main thrust will be down the Leningrad Road leading straight into the heart of the Estonian town and the German defenses. Infantry supported by tanks should be enough to dig out the stubborn defenders. Do not let down your comrades and the Motherland! Orders: Take the German defensive positions.
Comrades of Russian 8th Army Igor “The Terror” Igorovich with Trench Knife and Sharpened Shovel Three T-34/76 Model 1942s with Regular crews of four
ML 11
One Kommissar with TT-33 Pistol and Binoculars
ML 16
One Veteran Russian Shock Platoon One Regular Russian Rifle Platoon One Regular Russian Maxim HMG Team One Regular Russian ATR Teams
Special Rules 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com.
2. Shock Platoon is comprised of 3 Squads, 1 Platoon Commander, 1 Platoon Sgt. 3. Shock units only may ride the T-34s into combat. 4. Russian units enter as indicated and may use Convoy rule (see GM sheet).
Rage on the reich®
Russians Enter Board Turn One
Road To Hell orders Date: March 8, 1944 Time: 0630 hrs Location: Leningrad Road, 1 km east of Narva Background: Russian attacks on the defenses of Narva have picked up in the last few days. Massive shelling and air strikes on the town and German positions have pummeled the defenders the last two days. German intelligence reports a major Russian assault on Narva is eminent. Hold your positions at all costs - the Leningrad Road you and your men defend is tactically to valuable to lose! Orders: Prevent the Russians from seizing your fighting positions.
Soldaten of SS PzGren-Regt. 48 “General Seyfardt,”4th SS-Freiwilligen-Panzergrenadier-Brigade One Veteran German Rifle Platoon Command Two Veteran German Rifle Squads One Regular German MMG Team One Elite German Panzerjager Team One Veteran German Sniper Team
Special Rules 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com.
2. Germans must set up in defensive zone indicated on the map. 3. Panzerjagers may be deployed in foxholes anywhere in German defensive zone.
Rage on the reich®
German Start Line
road to hell Gamemaster’s Special Rules Russian 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com. 2. Shock Platoon is comprised of 3 Squads, 1 Platoon Commander, 1 Platoon Sgt. 3. Shock units only may ride the T-34s into combat. 4. Russian units enter as indicated and may use Convoy rule (see GM sheet). German 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com. 2. Germans must set up in defensive zone indicated on the map. 3. Panzerjagers may be deployed in foxholes anywhere in German defensive zone.
Weather Because of the time of year weather can be added to the scenario. Having inclemental weather in the scenario will make the Leningrad Road even more important - and deadly. Turn Length GM/Players may wish to put a Game Turn limit on this game. This will force the Russiand player to move quickly - in less you have all weekend to game! Designer Notes This scenario is really a bear - a Russian bear. All the German players can do is sit and wait as the T-34s trundle forward. The real fun is having your Panzerjagers dug-in and waiting for the tanks. For the Russian player the T-34s are the key. Obviously one does not want to lose them to Panzerjagers or anything else as they provide good protection and can offer a ride for the Shock troops (oh yeah - that 76mm gun and its MGs won’t hurt either).
Historical Outcome The Russian air and artillery assault on Narva was devastating. The two days of shelling and air strikes levelled the town to rubble and damaged the bridges spanning the river. Especially hard hit was Narva’s town center. A major city square, Petri Square, where SS engineers were barracked was reduced to ruin. The air and artillery assault also damaged many German vehicles and guns. Following the two day barrage on Narva, the Russians launched a major assault down the Leningrad Road toward Narva. Standing in their path was SS PzGren-Regt. 48 “General Seyfardt,” 4th SS-Freiwilligen-PanzergrenadierBrigade “Nederland.” These tough and mostly Dutch troops stood up to the Russian attack without many AT weapons. The regiment’s commander, Obersturmbannfuhrer Joerchel, threw into the fight every man he had in the regiment. Despite being outnumbered “General Seyfardt” fought the Russians to a standstill. For this action the regiment made the daily Wehrmacht bulletin for March 15, 1944 and its commander was awarded the Knight’s Cross. Despite this unit’s bravery in the defense of Narva, it would be eliminated as a fighting force in the withdrawal from the town on July 28, 1944. Game Options German Reinforcements If desired German reinforcements may show up in just the nick of time. Some suggestions could be a Panther tank or an Assault Squad. BA-64s The Russians may have added to their force one or two BA-64B armored cars if desired.
Rage on the reich®
German Start Line
Russians Enter Board Turn One
outpost sunshine orders Date: June 12, 1944 Time: 1645 hrs Location: Outpost Sunshine on the outskirts of Dolgaja Niva Background: Red Army troops of Lt. Gen. F.N. Starikov’s Eighth Army have finally penetrated the German defenses south of Narva near the village of Dolgaja Niva. A bloody close quarters fight against fascist Danish troops has resulted in the capture of a main trench system in this sector. While other Red Army units race to reinforce this victory, the tired but brave Russian trench fighters must now hold on against sure enemy counterattacks. Orders: Major Victory - Russian units occupy 2/3 of the trench line and cause 50% enemy casualties. Minor Victory – Russian units occupy 1/3 of the trench line. Turn Length: 14 Turns
Comrades of Russian 8th Army Russian Rifle Platoon Leader, Lt. Sergei Pavlov, with PPSh-41 SMG and Binoculars
ML 12-1
Two Regular Russian Rifle Squads One Regular Russian ATR Team
Special Rules
2. Terrain – all Trenches are Improved. 3. All Russians must start scenario in trench.
1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com.
Rage on the reich®
Russians must start in trenches.
outpost sunshine orders Date: June 12, 1944 Time: 1645 hrs Location: Outpost Sunshine on the outskirts of Dolgaja Niva Background: After months of shelling and wave after wave of Russian infantry assaults, Outpost Sunshine has finally crumbled. Red Army troops have just overwhelmed a company of Danish troops defending this isolated trench system to the south of Narva. Seeing the danger of more Russian troops filling the gap, Danish Oberscharführer Egon Christofferson, the “Lion of Danmark,” has assembled the surviving remnants of his infantry company for one last counterattack to reclaim Outpost Sunshine. Orders: Capture 2/3 of the trench line Turn Length: 14 Turns
Soldaten of 7th Kompanie, SS PzGren-Regt. 24 “Danmark” One Understrength Veteran German Platoon Command with, Oberscharführer Christofferson “Lion of Danmark” 1 Runner with Kar 98k Rifle
ML 16-2 ML 12
Four Veteran German Squads
Special Rules 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com.
2. Terrain – all Trenches are Improved. 3. All German (Danish) troops may start at anywhere indicated on the map.
Rage on the reich®
German Start Line
outpost sunshine Gamemaster’s Special Rules Russian 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com. 2. Terrain – all Trenches are Improved. 3. All Russians must start scenario in trench. It is important that the Russians setup first so they do not know the direction of the German assault. German 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com. 2. Terrain – all Trenches are Improved. The trenches/fighting positions known as Outpost Sunshine were constructed by SS engineers from the SS “Nordland” Division and were well made. 3. All German (Danish) troops may start at anywhere indicated on the map. German player(s) may split up their force anywhere indicated on the map as long as units remain in squads. Gamemaster 1. Heroes Gamemasters may want to replace the two heroes in the scenario with regular figures until spotted or the hero does something heroic. This will prevent each side from tipping their hand that they have a hero and prevents every figure on the board from firing at the heroes until they are eliminated from play. This makes the game more fun and deceptive. Historical Outcome Seeing the danger of Russian infantry gaining control of Outpost Sunshine, Oberscharfuhrer Christofferson rallied the remnants of 7th Kompanie and charged their former position. The Russians, exhausted from seizing the outpost, were literally out of gas and low on ammo. Surprised by the Danish counterattack, the Russians fought as best as they could in bloody hand-to-hand fighting amidst the trenches of Outpost Sunshine. Yet, the spirited attack led by Christofferson was too much for the Russians who quickly gave up the important position almost as quickly s they had gained it. For his efforts Christofferson would be awarded the Knight’s Cross. Yet more weeks of hard fighting were ahead for Christofferson and the Danes of 7th Kompanie. Ultimately, these tough men of SS PzGren-Regt. 24 “Danmark” would fight bravely for Narva but it would not be enough. By the end of July both the city and Outpost Sunshine would be abandoned and the retreat into Estonia begun.
Game Options Defense of Outpost Sunshine Players may wish to game the initial fall of Outpost Sunshine prior to Christofferson and the Danes of 7th Kompanie retaking it. Simply use the same German forces except add two or three Panzerfausts; let the German forces set-up like the Russians in the original scenario. Give the Russians at least a Rifle Platoon and two tanks (T-34s). Players may wish to then play the original Outpost Sunshine scenario using whatever German forces survived the prior scenario. If playing this way, allow the German forces to withdraw (i.e. give up Outpost Sunshine) anytime they wish, yet they may only play with what they withdrew with in the first scenario. Players may wish to experiment with the multitude of options when playing this game option – which is sure to be fun with each player taking the offense and defense in back-to-back scenarios! He with the most guts (or luck) will surely win! Russian Reinforcements Players may wish to have some Russian reinforcements come to the rescue late in the scenario. Two Russian Rifle Squads and a Russian tank may appear on or after Turn 7. Another little twist would be to have the Russians roll for reinforcements at the top of each Game Turn starting Turn 7. A roll of a 1 on a d6 on Turn 7, 1-2 on Turn 8, 1-3 on Turn 9, etc. will bring Russian reinforcements to the rescue! Designer’s Notes Perhaps the most brutal fighting at Narva occurred at and around Outpost Sunshine in the summer of 1944. This fact coupled with the heroics of Oberscharfuhrer Christofferson made this a “have to game” scenario. The other attraction to this particular action was with the Germans (Danes) being on the other end of the stick. During this time of the war most Germans were defending from trenches as opposed to attacking them! So gaming just the opposite was really quite fun. We found the Russians at a disadvantage because the trenches broke up their ability to Charge, which in its own right is a little crazy to begin with as the Russians are defending! Anyhow, turning the tables a bit with this scenario was not only historical, it was also a blast to game out. We encourage you to use Rage On The Reich to make your own scenarios and form the basis for your own WWII gaming adventures. Drop us a line and tell us your ideas or scenario outcomes!
Rage on the reich®
Russians must start in trenches.
German Start Line
streets of fire orders Date: July 24, 1944 Time: 0950 hours Location: Narva, Estonia Background: The city of Narva lays crumbled and in utter ruin. After months of crushing assaults, Russian troops have poured into the city’s center. Though victory is near neither defender or attacker has the upper hand. SS troops have reportedly thrown in tough hardened assault troops into the fight. The Russians under your command have countered with their own shock units. Yet the Russians have raised the stakes. One additional weapon has appeared in the heart of Narva: a dark haired young woman named Ivana Rechkalov. Orders: Take this area from the Germans at all costs. Major Victory - Destroy all German forces or cause the other players capitulation. Minor Victory – Majority of the board controlled by the Russians with a majority of the forces. Turn Length: 16 Turns
Comrades of Russian 2nd Shock Army Ivana Rechkalov with Model 1891/30 Sniper Rifle and Binoculars
ML 17
Two T-34/76 Model 1942s with Regular crews of four
ML 11
One BA-64B with Regular crew of two
ML 11
One Kommissar with TT-33 Pistol and Binoculars
ML 16
One Veteran Russian Rifle Platoon One Veteran Russian Shock Platoon Two Veteran Russian Maxim HMG Teams One Veteran Russian ATR Team
Special Rules 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com.
2. The Russian Sniper may set up hidden on the board and pre-measure target areas before any forces are put on to the board before scenario start.
Rage on the reich®
Russians set-up this side of main street.
streets of fire orders Date: July 24, 1944 Time: 0950 hours Location: Narva, Estonia Background: Narva is in serious jeopardy of finally falling to the Russians. You and your fellow Danes have been asked to act as a rearguard and hold off the enemy while the rest of your regiment escapes the city. With grim determination you resolve to hold. Going up and down your lines you encourage your men to be ready and to fight hard. Rumor has it that an infamous Russian female sniper is in the area. Be on the alert! A German sniper team is in the area to counter this threat. This battle in the streets of Narva could hinge on one deadly shot! Orders: Defend this area from the Russians at all costs. Major Victory - Destroy all Russian forces or cause the other players capitulation. Minor Victory - Majority of the board controlled by the Germans with a majority of their forces. Turn Length: 16 Turns
Soldaten of 7th Kompanie, SS PzGren-Regt. 24 “Danmark” One Veteran German Rifle Platoon One Regular German MMG Team One Elite German Panzerjager Team One Veteran German Sniper Team One Elite Understrength German Assault Platoon with, One Elite German Assault Platoon Command Two Elite German German Assault Squads One Elite German MMG Team (attached)
Special Rules 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com.
2. The Sniper Team may set up hidden on the board and pre-measure target areas before any forces are put on to the board before scenario start.
Rage on the reich®
Germans set-up this side of main street.
streets of fire Gamemaster’s Special Rules Russian 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com. 2. The Russian Sniper may set up hidden on the board and premeasure target areas before any forces are put on to the board before scenario start. German 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com. 2. The Sniper Team may set up hidden on the board and premeasure target areas before any forces are put on to the board before scenario start. Gamemaster 1. The city is full of ruined buildings, rubble and shellholes as terrain. 2. All snipers may set up hidden on the board and premeasure target areas before any forces are put on to the board before game start and not again after forces are put on the board. Historical Outcome By mid-July 1944 it was clear that Narva was in trouble. An entire Russian Front composing approximately 20 divisions had flanked Lake Peipus to the south of Narva. The troops of the III SS Panzer Korps would soon be cut-off and surrounded if action was not taken immmediately. Unfortunately for the Germans this meant that Narva and the defensive positions they laboriously dug there would have to be abandoned. Under the codename “Wartburg,” the forces in Narva would begin their withdrawal. This scenario simulates a final holding action of a rear-guard Danish SS Sturm (Assault) Platoon from 7th Kompanie, SS PzGren-Regt. 24 “Danmark.” This company of mostly Danish troops had weeks earlier defended Outpost Sunshine, the remotest outpost in the Narva defenses. Now these veteran but banged-up troops were asked to be the final rearguard for the next 24 hours. They would have to hold off the brunt of two Russian Armies while the remaining Germans on the east bank of the Narva River crossed the bridges to the west side of the river and safety. Entrenched in the rubble of the city, 7th Kompanie was determined to hold out as long as possible. Opposing the Sturm platoon are the forward elements of Russian forces entering the eastern parts of Narva. This part of the city, known as Ivangorod (or Jaanilinn in Estonian), contained the eastern approaches to the bridges spanning the Narva River. Russian hopes were that forward Shock units could race through what remaining German defenses and
seize the bridges before they were blown by the Germans. In the darkness of night on July 24, III SS Panzer Korps troops in the eastern side of the Narva began their withdrawal. Despite Russian probes and attacks, the 7th Kompanie successfully defended the withdrawal and they themselves crossed the Narva by midnight of July 25. The next day the bridges over the Narva River would be blown and the defense of the city given up. III Panzer Korps was now on the retreat! Game Options Tiger A Tiger tank can be added to bolster the defense of Narva if desired. This game option is historically inaccurate but can be a fun “what if” element added to the scenario. Second ATR Team A second ATR Team can be added to Russian forces for additional heavy weapons support if desired by GM or players. Additional Sturm Squad If game parity is believed to be in question or if things are going quite badly for the defenders, a GM may wish to bring reinforcements into play. A suggestion would be to make reinforcements be in the form of an additional Sturm Squad; this should give good and extra firepower to bolster the defense of Narva! Extra LMG One German (Danish) squads may wish to take two riflemen out of one of the German Rifle Squads and replace them with a second LMG Gunner and Asst. Gunner. This really increases the firepower of the squad and therefore we suggest limiting this game option to one squad. However, if you feel the desire to experiment, that is okay too! Return of the “Lion of Danmark” In the scenario “Outpost Sunshine,” the hero was the “Lion of Danmark.” In this scenario his infantry company is again facing tough odds. GMs or players may wish to add him to this scenario. If both scenarios are played back-to-back, there is also the option of only including the “Lion of Danmark” in this scenario if he survives the first! Designer Notes This scenario pits German Sturm (Assault) troops versus Russian Shock troops. Therefore this scenario is for players who want to fight a knockdown dragged out fight in the heart of a city. StG-44 Assault Rifles shoot it out against PPSh SMGs and Flamethrowers. After all is said and done, this scenario can be determined by one well placed single Sniper rifle shot. Good Luck!
Rage on the reich®
Russia Start Line
Germans set-up this side of main street.
Russians set-up this side of main street.
claws of the tiger orders Date: February 13th, 1944 Time: 1445 hrs Location: Ssivertsi, Estonia Background: Early success with the establishment of a bridgehead on the western banks of the Narva River has now turned into near disaster. Deadly enemy counterattacks have rendered enormous casualties on Russian troops around Ssivertsi. Now the once frozen river is breaking up blocking any chance of escape. Surrounded and with no bridging equipment, you and your men must fight just to stay alive. Survive and you will not only be rewarded with your life but also with the highest medals of the Soviet Union. Orders: Simply do not allow your allocation of troops to be eliminated as a fighting force.
Comrades of Russian 8th Army Ivan Gregorivich with PPSh-41 SMG and Captured Panzerfaust 60
ML 17
One T-34/76 Model 1942 with Veteran crew of four
ML 13
One Kommissar with TT-33 Pistol and Binoculars
ML 16
One Regular Russian Rifle Platoon One Regular Russian Maxim HMG Team Two Regular Russian ATR Teams
Special Rules 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com. 2. The T-34 may start the game in a hull down position.
Rage on the reich®
Russian Start Line
claws of the tiger orders Date: February 13th, 1944 Time: 1445 hrs Location: Ssivertsi, Estonia Background: A small bridghead has been established by Russian forces on the western banks of the Narva River. This bridgehead is centered around the village of Ssivertsi. Eliminating this bridgehead is critical to the defense of this sector and of Narva. Reports indicate that the iceflows in the river are cracking up, stranding the Russian troops in Ssivertsi and eliminating any hope of Russian reinforcements. Taking advantage of this situation you and your men are ordered to crush the Russian bridgehead now before it is too late. Some Tiger tanks have been attached to ensure your success. The fate of the III SS Panzer Korps is on your shoulders. Do not fail! Orders: Eliminate the Russians as a fighting force.
Soldaten of Tiger Detachment 502 Three Tiger Is with Veteran crews of five
ML 13
One Elite Tank Leader
ML 16-1
Soldaten of Kampfgruppe “Kruegel” One Veteran German Rifle Platoon Four Sdkfz 251 Halftracks
Special Rules 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com.
2. The German infantry must start the scenario mounted in the halftracks – one per squad and one for the Platoon Command. Squad LMGs may be mounted on halftrack’s gun mounts at scenario start.
Rage on the reich®
German Enter Board Turn One
claws of the tiger Gamemaster’s Special Rules Russian 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com. 2. The T-34 may start the game in a hull down position. German 1. For Morale, Special Rules, and Platoon Composition consult each unit’s Play Sheet; for Play Sheets not in Rage On The Reich, please see Support on our website: www.battlegroundwwii.com. 2. The German infantry must start the scenario mounted in the halftracks – one per squad and one for the Platoon Command. Squad LMGs may be mounted on halftrack’s gun mounts at scenario start. Gamemaster 1. Russian troops may be dug-in foxholes. Historical Outcome During the first two weeks of February 1944, Russian troops desperately tried to force their way across the Narva River. The reasons for their desperation were simple. The enemy had just retreated to Narva and had not had the time to prepare fortified defensive positions. The Russians wanted to attack Narva before stronger defenses could be built. More importantly the Narva River was still frozen. Its thick ice meant that the bridges spanning the Narva and in German possession were meaningless as long as the ice held. The first probes to the western banks of the Narva were made on the heels of the retreating III SS Panzer Korps. On February 12 a major Russian force of infantry and tanks crossed the icy river and established a strong bridgehead around the village of Ssivertsi. This assault was originally held in check by the Dutch engineers from “Nederland.” Yet this small force could not contain the Russians who threatened to breakout and flank Narva altogether. Because of this threat emergency troops were rushed to Ssivertsi. Two notable emergency units rushing to the aid of this sector were the Tiger tanks from Heavy Panzer Battalion 502 and a mix of troops from the SS “Norge” Regiment called Kampfgruppe “Kruegel.” With nowhere to retreat the Russian force was annihilated and the immediate threat to Narva diverted.
Game Options Panthers Panthers may be replaced if Tigers are not on hand or if desired. The Pzkfw. V Panther tanks that made up the armor support for “Nordland,” the SS Panzer Detachment 11 “Hermann von Salza,” also played a role in eliminating the Russian bridgehead at Ssivertsi. More Russian AT Without a doubt this scenario is rough on the Russians. If desired additional AT weapons or tanks can be assigned to the Russian force. Designer Notes Perhaps the fun with this scenario is the impending doom of the Russians. You know they are going to get whacked but the fun is to see how much damage the Russians can inflict. If the Russian player(s) are patient they can extract quite a bit of damage on the Germans, especially the infantry. The Tigers will pose a problem but the Russians here do have a chance against the panzers. Hopefully the Russian hero will take out one of the Tigers with his Panzerfaust 60. If the T-34 can hurt one Tiger (or immobilize it) with the added penetration of its four APS rounds, that will leave only one Tiger for the infantry to deal with their Molotov Cocktails. For the Germans the key is good play both with the Tigers and the halftracked infantry. The Tigers should first and foremost protect the infantry in this fight. The biggest challenge for the infantry is when to dismount from the halftracks. Good timing is needed because the infantry want to be close enough to assault Russian positions but not too close to be susceptible to Russian AT weapons like Molotovs. Whatever happens this is a great Sunday afternoon scenario!
Rage on the reich®
Russian Start Line
The Bibliography Bishop, Chris
The Encyclopedia of Weapons of World War II. ISBN 0-7607-1022-8 A noteworthy compendium of the majority of the weapons (including planes) used in WWII. Fore old-timers out there, this work is a compilation of the entire old War Machine WWII magazines.
Carius, Otto
Tigers In The Mud. ISBN 0-921991-14-2 An awesome in-depth account of the fighting at Narva and other exploits of famed Tiger ace Otto Carius. This book is certainly a must have for fans of Tiger tanks and their crews.
Landwehr, Richard
Narva 1944. ISBN 0-918184-02-9 No longer in print and difficult to find, this book is the best account of mostly tactical movement and combat at Narva and in the Baltic States. Written from the German perspective its wealth of information is overshadowed at times by the author’s excessive pro-German sentiments - which is probably why the book is no longer in print!
McTaggart, Pat
“Bloody Standoff at the Narva Bridgehead,” World War II Magazine, July 1999 This article is a great springboard to learning more about Narva. McTaggert balances detail and scope to easily explain the situation at Narva while also adding human drama. A good article to read if available.
Zaloga, Steven and Grandsen, James
Soviet Tanks And Combat Vehicles Of World War II. ISBN 0-85368-606-8 Perhaps the best overall source for information on Soviet AFVs. Though lacking minute detail the book covers every Soviet vehicle in the war and contains excellent pictures.
Ziemke, Earl F.
Stalingrad To Berlin – The German Defeat In The East. ISBN unavailable An overall view of the war in the East from the operational command level (Army Groups, etc.); required reading for US Army officers attending the CGSC Staff Command College at Ft. Leavenworth, KS.
rage on the reich™