Operation Konrad
Rules
Page 2
Sequence of Play:
Beginning of Day
-Weather Phase
-Orders Phase
-Movement Phase
-Combat Phase
-Night Phase
-Resupply Phase
-Recovery Phase
End of Day
Explaining the Chain of Command:
Each
side will have a player that is the overall commander (OAC). Each side is further divided into corps and
each corps will also have a corps commander (CC). Every player will control a
division sized unit (DSU) to move and fight with. Do not let these game terms
and actual historical definitions confuse you. For example, a Russian
mechanized corps is actually a DSU and will be referred to as such.
The job of the OAC is an important one. He
plans the general strategy and insures that the players on his side are
promptly and correctly playing in the tournament. Players will give their units
orders based upon the OAC’s strategy, and submit the orders to the OAC. The OAC
submits the complete orders to the Gods of War (GoW), the people who are running
this tournament, and the GoW processes the orders and sets up the battles that
results.
The CCs are helpers to their OACs, keeping
on eye on the players in their corps, helping make sure things are running smoothly.
Players who have questions about play should submit to their CCs first, then
the OAC if needed. The GoW are also
available, but please address issues through the chain of command if possible,
and feel free to use the OK:TCT message board as needed.
The OAC will be responsible for the players
on his side, and replacing players if warranted. He makes the decisions for his
side. The GoW will not intervene unless absolutely necessary.
Tournament Overview; The Campaign Map; Mechanics
OK:TCT is a multiplayer campaign that will
last until victory conditions are met or one side’s Over All Commander (OAC)
surrenders to his opposing OAC. The Axis objective of the game is to reach the
Buda sectors in order to relieve the forces trapped in the city. To win, the
Axis player must have a line of friendly sectors leading from the west map edge
to any designated Buda sector. The Allied player wins by preventing the Axis
player from doing so.
The large Campaign Map (CM) reflects the
actual terrain of the historical battles. The CM is divided into sectors, each
with its own identifying letter and number. Each sector is considered
controlled by one side or the other at all times; on the first day, the Axis
units control all sectors west of his line and the sectors actually occupied by
his units…all other sectors are Russian controlled except for the Buda sectors.
When a unit moves into an enemy sector, and is the sole inhabitant at the end
of the day, then the sector becomes a friendly sector. Sectors always remain
friendly until the unchallenged occupation by enemy units.
When opposing units occupy a sector after
the movement phase, then combat takes place between the units in the combat
phase. After combat, if opposing units still occupy the sector, then combat may
continue the next day.
Each player will have his own Division Sized
Unit (DSU) that he will give command. Most DSUs are actual divisions, but some
may be brigades or (on the Russian side) corps. For game purposes, they will
all be referred to as DSUs. Every DSU has Regimental Combat Units (RCU)…these
are usually actual regiments, but in some cases, may be brigades or battalions,
but are still referred to as RCUs. Every player’s DSU will have its own web
page that lists the components of the DSU. Most of the info is self
explanatory, and every player should be very aware of contents of this OOB
page. The top section will list all RCUs briefly, then further down on the page
the RCUs will be listed with greater details. Also shown on the OOB page are
divisional units that may be attached the RCUs by orders…these are often
artillery battalions, recon units, etc. They are also shown in greater detail
on the OOB page. Note that the strength of all units are listed, and this page
will be used to track casualties from battle to battle. The RCUs are the heart
of the system…they are the units that the players actually give orders to move
and fight.
A sector of the CM represents a 100 square
kilometer area, or 10km by 10km. When
opposing forces meet in a sector, a 40 by 40 hex battle map is generated, based
on the terrain of the sector, on which the players fight their battles.
A maximum of 2 friendly DSUs are allowed in
a sector after the orders phase…thus a total of 4 DSUs may be present…2
friendly and 2 enemy. In the case of multiple DSUs, this will be handled as a
normal team-play scenario. If orders or retreats lead to a possible overstack
situation, the GoW will determine the ultimate placement of units.
DSUs move across the campaign map by giving
Mobile orders to their RCUs. Motorized units can move farther than foot units,
and units can move faster in friendly territory. All movement is simultaneous, except in a few cases.
If opposing and adjacent units receive Mobile orders to move into the other’s
sector, the the battle will be fought in the sector determined by the
initiative rules.
After combat, there is a chance that either
DSU will retreat according to the morale rules, based upon losses sustained and
success in the battle.
After all movement and battles are
concluded, any night battles will be fought if required.
After the night phase, units will receive
any replacements due. Units will then attempt to recover morale if necessary.