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 Danube River. Snow on ground.

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 Danube River in the north sectors. This is a whole other Front, and beyond the scope of our campaign. Sorry about the edge-of-the-world effect, but we have to draw the line somewhere.

-          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.

                                                Rules Page 8

 

 

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