Operation Konrad
Rules
Page 7
Initiative
In
the likely event of friendly and enemy DSUs being plotted to “collide” in their
intended movements, then the Initiative rules must be used to determine which
side’s DSU moves to attack, and which side’s DSU stays
to defend.
A 10 sided die is used for both sides, with
the highest roller declared to have the initiative and moving first.
The die is modified
with the following, all cumulative.
-2 DSU has only foot RSUs with MOB orders.
-1 More than 1 RSU with MOB orders.
-2 DSU has at least one shattered RSU.
-2 DSU is suffering any supply penalties.
-1 Two friendly DSUs plotted to move into the
sector.
-3
Adjustment made to the Soviet roll, Jan 2 and 3 only.
The Axis forces will always have the
initiative on Jan 1, and no rolls are made.
Strategic Movement
Any
RSU which will begin the Movement Phase in a friendly sector and is not
adjacent to an Enemy DSU may plot its movement as a Strategic Movement Order (SMO). This is the
only activity it may undertake. All
RSUs in the DSU must
be MOB, except for the mandatory RES RSU, and all must be in good order and not
isolated. A DSU which uses SMO must stop
in a sector before entering a good ordered enemy-held sector. DSUs using SMO
may move through enemy sectors, but do not convert the sectors to friendly.
Thus, a DSU may find itself isolated after moving through enemy sectors.
Motorized DSUs may move 3 sectors using SMO,
and foot DSUs may move 2 sectors.
SMO is considered to take place after all
other units’ movement and combat. SMO units must also stop short of creating
overstack situations.
SMO is plotted sector by sector on the RSUs’
Orders Form, and it should also be noted in the DSU’s Notes section.
Fatigue Points
Each
time an RSU receives a MOB order, it is considered to acquire 1 Fatigue Point
(FAPO). A DEF does not create a FAPO, and a RES order erases all FAPO the RSU has
acquired. If an RSU has 3 FAPO, it is considered
Fatigued on that
day, and suffers a -1 on both the normal and REMO morale levels, nor can it
utilize strategic movement. Each additional FAPO above 3 causes an additional
-1…FAPO will accumulate until a RES orderr is received. In short, all RSUs need
to go and rest every now and then.
Weather Phase
During the Weather Phase, the GoW will
determine the weather, and notify the OAWs before the Orders Phase begins. This
will give players the chance to consider the environmental effects before
plotting orders. The entire Front will have an overall weather forecast
determined with a 10 sided die as follows:
1-3 Clear
4-7
Overcast
8-10
Heavy Overcast
As each scenario is generated, the GoW will
determine the specific conditions of each sector as follows:
Clear: 1-2 Very Cold. All terrain is frozen except for the
3-7
Cold.
Terrain is normal with snow on the ground.
8-10
Warm. A
quick thaw, mud is present.
Overcast: 1-6
Cold, terrain is normal with snow on the ground.
7-10 Cold, light snow with
snow on the ground.
Heavy Overcast: 1-3 Cold, terrain is normal,
with snow on the ground.
4-6 Cold, light
snow with snow on the ground
8-10 Cold, heavy
snow with snow on the ground.
Note that all of the above can affect both
movement and visibility in the scenario.
Any night scenarios will have a visibility
of 5 if snow is on the ground, unless Heavy
Overcast is present.
Exiting
the Map; Trucks, Transport
No units may exit the map during scenario
play, with one exception. Units whose primary function is transporting other
units may leave at any time…trucks, prime movers, wagons, tractors, halftracks…as
long as it has no armament other than a light MG …but not heavier armed trucks
or halftracks that cannot transport other units.
Casualties to the above exitable units are
handled slightly different than other units. A such transport is considered
pooled for the DSUs use as needed. For example, if RSU 1 has lost all of its
transport, and RSU 2 hasn’t lost any of its transport and is in reserve, then
REG 1 will utilize REG 2’s transport if needed…in other words, a normally
motorized RSU will acquire any unused transport in the DSU if needed to remain
motorized. This is done automatically by the GoW in setting up the scenario. If
an RSU can’t find enough transport in the DSU to motorize, then the RSU is no
longer considered a motorized RSU. As long as a DSU can motorize 1 RSU, it can
claim to be motorized. The loss of an infantry RSUs status as motorized will
not change the overall status of an armor DSU.
Players may plot infantry units as “tank
riders” in the Notes section, but please, nothing too complicated. All this
will be handled as seen best by the GOW, but let’s try not to overdo it.
Air
Units
Air units will be allotted on a day by day
basis. OACs will receive the number of airstrikes available with that
Day’s weather
report. OACs may attach these airstrikes to any DSU with no restrictions…any
unused will be lost. Air strike commitment will be noted in the DSU’s Notes section. It will be a random mix of
types, but in general, the overall makeup will be ground attack aircraft. Naturally,
aircraft will not appear in a night scenario, or heavy overcast.
Day
1 Special Rules
Soviet units can only receive DEF or RES
orders. They cannot move on 1 Jan.
German units have initiative at all times.
Weather will be Clear and Cold, with snow on
the ground.
Ladder
Points
Each player will receive Blitz Ladder Points
for each scenario. A Major Victory is worth 30 points, a Minor Victory 25, a
Draw 20, a Minor Loss 15, and a Major Loss 10 points. In addition, at the conclusion
of the tournament, all players involved on the winning side will receive 10
points per campaign day played, and all players on the losing side will receive
5 points per campaign day played. Only players who actually finish their
scenarios will be awarded points for scenario play, and replacement players
will earn the points if the original player quits in mid-scenario…but players
will retain bonuses for campaign days played and finished.
These points will be awarded as Bonus
Points. Players should not report their game finishes to the Blitz Ladder
itself…do not enter these scenarios in the database!
Various
Rules
-
Units
cannot cross the
-
There is
a ring of Soviet units around Buda. This are fixed, besieging the city and the
Axis forces inside the city. Again, this battle is beyond our scope. These
Soviet units don’t come into play until attacked by Axis units that have fought
their way across the campaign map. They should not be assigned commanders until
that time comes.
-
The
Soviet Fortified Zone Division cannot ever be issued a MOB order. Its sole
function is to sit in its sector and wait to be attacked. Again, a player
should not be assigned to command this DSU until a German unit is adjacent to
it.