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.

 

                                 Rules Page 3

 

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