STALINGRAD
"NOT ONE STEP BACK"
GM Jeff Cohen
JUDGES/CONTRIBUTORS
Mark Pawelski
John Reed
Kevin Seward
SPONSORED BY
GAMES PLUS HOBBY SHOP
See them at: games-plus.com
MISSION RULES: Across the Volga, Ambush, Prepared Positions, Sewers.
ATTACKER:
This is a mini campaign played in three rounds. There are a total of 12 objectives placed on the table, the position of the objectives does not change from round to round. Points are awarded for taking an objective, 2 each, and points are rewarded for keeping an objective, 1 each. The points accumulate from round to round. The side with the most points after round three is the winner. The Russians start controlling all 12 objectives so you need to be very aggressive to take as many objectives as possible. After the first round you need to consider possible Russian counter-attacks to take back lost objectives.
DEFENDER:
This is a mini campaign played in three rounds. There are a total of 12 objectives placed on the table, the position of the objectives does not change from round to round. Points are awarded for taking an objective, 2 each, and points are rewarded for keeping an objective, 1 each. The points accumulate from round to round. The side with the most points after round three is the winner. The Russians start controlling all 12 objectives so you need to maintain control of as many objectives as possible. The more objectives you control after each round the more desperate the Germans will become to take objectives to secure victory. After the first round you need to consider making counter-attacks to take back lost objectives.
PREPARING FOR BATTLE:
1. The Germans are always the attacker.
2. Objectives will be positioned by the game judge and will not change from round to round.
3. Sewer manholes will be positioned by the game judge and will not change from round to round.
4. Each Company/Battalion commander selects a platoon/company to hold in ambush (pg 196) and may select another platoon to infiltrate the sewers (pg 225).
5. Both commands, starting with the attacker alternate placing platoons/companies on their portion of the table. And more than 8" away from enemy teams.
6. The attacker will place his Independent teams first followed by the defending players.
BEGINNING THE BATTLE:
1. Starting with the attacker both players make reconnaissance deployment (pg 194) moves for any Recce Platoons they have on the table.
2. The German is always the attacker.
3. Both sides start the game in prepared positions (pg 198). Remember troops cannot dig in on streets.
ENDING THE BATTLE:
Each game/round last 4 hours. After that time 2 points will be awarded for each objective taken and 1 point awarded for each objective held. The game judge will determine the FLOT (forward line of troops) after the game. This will establish the starting positions for each game. (Taking Objectives pg 195).
DECIDING WHO WON:
The side that has accumulated the most victory points after 3 games will be declared the winner.
Minor Victory: The winner has gained a 1 to 3 point advantage.
Major Victory: The winner has gained a 4 to 6 point advantage.
Stunning Victory: The winner has gained more than a 6 point advantage.
A mission board will keep a running total of victory points accumulated and the names of players that have taken obectives.
SPECIAL RULES:
These are rule changes specific to Stalingrad.
1. Breaching Walls. Infantry platoons/companies may make only one skill test instead of moving to create an opening in a wall. This is a change from allowing each infantry team to make a skill test.
2. Bunker Busters. In very large buildings like the factories or department store, or buildings with more than 3 rooms the artillery template will be used to determine which troops can be hit.
3. Gun Tube Elevation: Tank Guns have limited elevation, for buildings that have more than two stories greater stand off distance is required to elevate gun tubes in order to fire. To fire at troops on the third floor of buildings tanks/assault guns must be at least 12 inches away, and for each floor level over 3 an additional 6 inches stand off distance is required.
STREET FIGHTING RULES:
1. Multi-Story Buildings. Infantry and Man-packed gun teams can move up or down by up to two floors through openings (such as stairwells or ladders) at the start of any movement. (pg 222)
2. Rooms. When fighting in multi-room buildings, treat each room as a separate building and assume that every team in the room is adjacent to every opening into and out of that room. (pg 222)
3. Moving Between Rooms. Movement between rooms is not measured. A team moves from one room to an adjacent room, but cannot move through multiple rooms at a time. (pg 222)
4. Command Distance. If any teams in a room are In Command, all of them are In Command. If teams in one room are In Command then teams in adjacent rooms are In Command. Measure from a team outside the building to the nearest opening to determine whether the team and the occupants of the room are within Command Distance. (pg 222)
5. Shooting Between Rooms. A team can see and shoot from one room into an adjacent room, but cannot see or shoot through a room and out of an opening on the other side of it. (pg 222)
6. Artillery Templates. Do not use an Artillery Template for artillery bombardment and air strikes against troops in large buildings. Instead pick a top-floor room as the target. This room and all directly below it are counted as under the Template. A double-width template hits two adjacent rooms. (pg 222)
7. Artillery Firepower. In addition, add +1 to the firepower rating of artillery bombardments and air strikes for each floor the rounds must penetrate to reach the teams being diced for. (pg 222)
8. Streets and Rubble. Streets are classed as difficult going within 4" of damaged buildings, and cross country terrain within 12" of a damaged building. The debris on the roads is enough to make movement tricky, but not enough to provide any cover or concealment. Rubble is classified as Very Difficult Going and a pile of rubble provides Bulletproof Cover and Concealment for troops hiding behind it. (pg 223)
9. Digging In. Troops cannot dig foxholes on streets or inside buildings. However it is possible to place trench lines, minefields, or other fortifications on streets in missions that allow them. Troops can still dig forholes in parks or other open spaces where the ground is not paved. (pg 223)
10. Breaching Walls. Infantry teams that are not Pinned Down may breach an adjacent wall instead of moving. They do so at the end of the movement step the team makes a skill test. (pg 223)
11. Across the Volga. Only observers are placed on the table as normal. You still use the normal spotting and ranging rules when firing your artillery. Artillery held off the table in this manner have the range and field of fire to hit any target on the table. (pg 225)
12. Sewers: Each player may hold one platoon off the table at the start of the game in an attempt to infiltrate using the sewers. Only a platoon that can make a Reconnaissance Deployment move may use this rule. Role on the sewer movement table at the beginning of each of your assault steps to determine the progress of your troops underground.
- 1. On a roll of 1 your troops have become disoriented in the dark tunnels beneath the earth and come out in a random location. Roll another die to determine the location.
- 2-4. On a roll of 2, 3, 4, the platoon is still down in the tunnels looking for an opening.
- 5, 6. On a roll of 5 or 6 the platoon has been successful and exits from a manhole of your choice.
13. Assaults In Buildings. (pg 224)
a. Charging into Contact: When Charging into Contact from one room to the next, no movement is necessary since your teams are already adjacent to all openings into the next room. Since only one team can fight through each opening you do need to decide which teams will fight through which openings. Your opponent also needs to decide which teams will defend each opening. If any of the selected teams are destroyed in Defensive Fire, another team from the same room can move in to replace them since they too are adjacent to the opening.
b. Assaulting Up and Down Floors: teams assaulting up through an opening between floors must re-roll successful rolls to hit. Teams assaulting down wards do not face this penalty.
c. Allocating Hits: A hit scored by a team fighting through an opening must be allocated to the team occupying the opening, if there is one. Otherwise, allocate the hits to any team in the room.
d. Breaking Off: Infantry teams in the same room as enemy teams must fall back out of the building or into an adjacent room that does not contain enemy teams. If all adjacent rooms also hold enemy teams or there are enemy teams within 4" after they evacuate the building, they surrender or are destroyed. Teams in a room that does not contain enemy teams do not need to move, and will not surrender, even if the enemy holds all the exits. Instead, they remain where they are and the combat continues.
e. Determining Victory: The assault ends and a platoon is victorious when there are no enemy teams in any rooms they occupy, in any rooms connected by openings to the rooms they occupy, or outside the building and within 4" of a ground floor opening they occupy.