Operation Konrad

      Rules  Page 8

 

   Winning and Losing The Scenarios

   Scenario victory levels are set up in a standardized format. While the system below is far from perfect, players should understand that it would be an impossible task to play test and perfect every unique scenario spawned during tournament play. The idea here is to give every player an identifiable set of goals in every scenario, while maintaining the concept that everyone is part of a larger picture. A player may at times find himself placed in a seemingly impossible situation as his scenario unfolds, but should nevertheless continues to offer a spirited battle to his opponent while reminding himself that war was sometimes like that.

   All scenarios will have 6 victory point hexes, each worth 100 points, set up on the defenders portion of the map. They will be placed by the GoW after the defender has placed his forces, in hexes secretly determined in advance by the GoW. They will be placed in areas of relative importance…hilltops, crossroads, urban areas, etc.

   The victory levels’ points scales begin with the assumption and allowance of 2 attacking RSUs (1 tank, 1 non-tank) and 1 defending RSU (any type). The levels are further adjusted by the players’ commitments of extra RSUs. The basic idea is that the more RSUs a player commits to a particular battle, then the harder it will be for him to win it. It is more costly to commit tank RSUs. Note that a tank RSU is an RSU which is mostly tanks, and not an RSU that is mostly infantry with a battalion of inherent tanks…I’m sure most of us have an understanding of what a tank RSU is, but the GoW will make the final judgement if there is ever a fine line of destinction. In general, merely attaching a tank unit to an infantry RSU will not suddenly make it a tank RSU…we won’t penalize players for utilizing combined arms concepts at the sub-regimental level.

   Here are the base levels, the minimum points required to reach a certain level:

Minor Loss:200 pts   Draw:400 pts  Minor Victory: 600 pts   Major Victory 1000 pts

 

  If the attacker had chosen to plot more RSUs into the battle than as described above, then the levels are all adjusted by 400 per tank RSU and 250 per non-tank RSU.

  If the defender had committed more, then the levels are all adjusted by -250 per tank RSU and -150 per non-tank RSU.

   These adjustments are all cumulative per each RSU overcommitment.

 

   Some players may initially perceive that these rules may lead to paradoxes…that is, a powerful attacker may sweep the defender from the battlefield with little loss to itself, but still lose the scenario. That is the intent here. Players should remember that they are small parts of a very big war…every movement and battle will consume valuable men, machines, and supplies in ways that are not modeled by the CS series. The competent commander will use only what he judges is necessary, with an awareness of what may be coming the next day…and that requires skill, perception, and often pure blind luck.

 

 

 ADDITIONAL RULES:

 

 Mech/Tank Corps; Promotions

 

   The Soviet player has several Mech Corps that are not active on Jan 1.  The term “corps” in this instance

Is Soviet nomenclature, for in our game they are considered DSUs (although rather large ones!)  Theses “corps” do not become active until a specific date, or if an enemy unit moves adjacent them it becomes active.

   Once active, theses “corps” may move 1 sector  per day, and never into an enemy sector…this rules is in effect until the “corps” becomes part of an existing corps, or the specific “Mech Release Date” (not to be confused with the “Active Date.”)

   In order for a Mech Corps to be released before the Mech Release Date, it must be active and attached to

An alreadt existing Corps. This is done through Division Replacement/Player Promotion. Once a Mech Corps is active, it  may be used to replace an existing division. The division must have a commander (a player), and the player assumes command of the Mech Corps….the player’s old division is removed from play. In effect the Mech Corps takes up the slot that the old division had in the Soviet OOB structure. Since the old division is lost (it is considered to have been shipped far to the rear), it is best to replace DSUs which are already battle damaged. A Mech Corps must be within 3 sectors of the division to do this, and have a path of friendly sectors.

   This takes place at night, and the Mech Corps is ready for any orders the next day…all RSU’s do acquire 1 FP automatically at the moment of change.

   Although the Mech Corps becomes part of a regular Corps, it cannot receive attachments from either Corps or Army level…it will have enough inherent DSU attachments as it is. Airstrikes can be attched normally, however.

 

  HQ Supply Depot Rules:

   These rules do not come into effect until Jan 4. It is assumed that all soldiers will be carrying enough bullets and toilet paper until that date. No modifiers due due distance from the Depot will be used until then. Normal isolation rules are always in effect.

 

 

   Congratulations…you have reached the last page of the rules!

  

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