Operation Konrad

      Rules  Page 4

 

   The Combat Phase and Battles

    Keep in mind that all sectors always belong to one side or the other, and never both. A sector is either

Friendly or Hostile. When a friendly DSU enters a hostile sector, and it is occupied by an enemy DSU, then

a battle will take place. The player to whom the sector is friendly is always considered the defender in the

scenario that is generated.

   A challenged sector will always have a friendly half and a hostile half, with the imaginary line separating

the 2 areas at about the halfway point between the defender’s map edge and the map edge where the attacker enters. Note that this dividing line may not always be in exactly the middle of the map, for example, when the

attacker has 2 different DSUs entering from 2 different sectors….but here, the principle still works the same

way, and common sense will dictate the attackers’ and the defender’s areas. Again, this is another simply

visualized concept, and should be understand in its simplicity. It is in respect to the imaginary dividing line, or

No Man’s Land (NML), that dictates where FORW and REAR units will set up.

   When a battle takes place, the following steps will occur:

   -The defending player will be sent the scenario map and his scenario OOB file. The OOB will reflect the actual units available, which will vary due to orders,  previous casualties, etc. All eligible units must set up on the map, with the only exception being empty transport. The defender will be instructed where particular RSUs can be set up, based upon the OF received by the GoW, including any fortifications available….any permanent fortifications will already be on the map. Due to the nature of the CS engine, units will always be shown as at full strength in the scenario OOB…however, the player’s DSU webpage will show the actual strengths…players should be aware of the actual state of their platoons.

   -After placing his units, the files will be sent back to the GoW, where the setup will be checked, strength and morale levels properly adjusted. Then the GoW will finish the scenario creation by placing the attacker’s forces

and any remaining elements required.

   -At that point, the scenario creation is finished, and sent to the attacking player. The battle will begin, and proceed in normal  PBEM fashion.

 

   All scenarios will last 14 turns. Note that the scenario will probably list 20 turns, as this is the default number.

However, the scenarios will always be over at the end of turn 14!!!   Victory will be judged in the normal fashion at that point. Again this process is due to the nature of the CS engine…this method is the only way for the GoW

to assess casualties correctly. With this in mind, players should refrain from plotting IF on turn 14, since turn 15 is considered to not exist for the players, and any casualties caused then would complicate matters for the GoW.

 

   Continuation of Battle

   It will be determined right after the battle, in the morale phase, whether the defender retains the sector or retreats according to the morale rules. If the defender keeps control of the sector, then the attacking player is considered to pull back into the sector he originally attacked from. If the defender chooses to continue defending the sector, and the attacking player to attack it again, then battle will continue the next day. In short, a sector will not change hands until the defender chooses or is forced to leave it due to retreat.

 

   Fortifications and Engineers

   When a defending RSU is given a DEF order, any unit on the map that belongs to that RSU may set up with an Improved Position (IP). IPs are not permanent emplacements, that is, after the scenario, all IPs disappear but may be rebuilt by units in future scenarios.

    Permanent emplacements may be created by the use of “Engineer Action Points” (EAPs). For every defending engineer platoon that belongs to an RSU that received a DEF order in a friendly sector, the player receives 1 EAP. The defending player will be informed with his setup files how many EAPs he has available

to use…they may be spent in any legal hex in friendly territory. Below is a list of possible uses of EAPs, and remember, these are permanent…they remain on the map until removed by an engineer:

   -trench 1 EAP

   -bunker 3 EAP

   -pillbox 6 EAP

   -minefield 1 EAP per level

   -block 1 EAP

   -bridge 6 EAP per level per water hex

 

   It costs only 1 EAP each to remove any of the above…it’s a lot easier to blow something up!

   If players are interested in such things we will come up with a EAP schedule for doing things such as building roads, clearing forests, etc.  There is no limit to what is possible, if you have enough engineers and the time to do it…

 

   Unspent EAPs may be accumulated until the next battle as long as a DSU with engineers with DEF orders remain in that sector. For example, if a RSU with engineers occupies a sector for 3 days,  and it is attacked, it will have 3x the EAPs to use. The EAPS must be spent then, and any left over will be lost.  Inactive DSUs, if attacked, will automatically have accumulated EAPS. This is especially true of the Russian Zone Defense Division, which can’t move at all…it will accumulate EAPs starting with turn 1 until it is attacked!

  

 

 

                                 Rules Page 5

 

 

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