The Soviet repulse of Axis forces attempting to force a crossing at one of many rivers did not stop at Axis Juggernaut. Soon the German and Hungarian armies of the Southern Front worked around the Russians defending the river crossing and scooped up thousands of prisoners. July 1941 was coming to a close and Uman was on the horizon.
The Germans and Hungarians again came to the banks of another one of the ubiquitous rivers south of the soon to be encircled Uman. Advanced units reached the river near a now forgotten city and easily pushed the Soviets back across the river. The main body of Axis forces and artillery were called up and en-route, but before any attack could be staged the Soviets pounced first…
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Every time an attacker does one of the following the defending side rolls 1d6
@-Infantry moves at any speed but At the Double- cannot be heard
@-Infantry moves at the double-1-2 defender hears and sounds alarm
@-Vehicle moves at normal speed 1-2 defender hears and sound alarm
@-vehicle moves flat out 1-4 defender hears and sounds alarm
@-tank moves any speed Automatic defender hears and sounds alarm
@-Attacker fires weapon. Automatic defender hears and sounds alarm
@- Attacker assaults defender team - roll 1d6. If the number rolled is equal to or lower than the number of dead defenders alarm is sounded. If any defender survives a round of combat they will automatically sound the alarm.
- Spotting Attackers. Any time an attacking squad, vehicle or gun team is in spotting range of a defender who activates; or an attacking squad, vehicle or team is spotted by a searchlight, place a marker by the spotted team. A defending squad or team can spot more than one attacking squad or team in the same phase representing an increased chance of seeing multiple squads sneaking by. An attacking squad or team can be spotted by multiple defenders and have more than one marker placed on it.
At the end of the next phase whether attacker’s-or in the case of a double phase roll-defender’s, the attacking player rolls a D6 for each marker next to a squad or team.. The attacker can increase or decrease the chance of being spotted by what action they take or don’t take during the phase directly after being spotted.
Member Infantry standing still or not activated spotted on roll of 1
Infantry moving tactical spotted on roll of 1-2
Infantry moving anything else on a roll of 1-3
Vehicle standing still spotted on roll of 1-2 (tanks are automatically heard)
Vehicle moving spotted on 1-4 (tanks are automatically heard)
Assault raft floating spotted on a roll of 1
Assault raft actively rowing spotted on a roll of 1-2
-Searchlight: The searchlight acts a bit differently. Any Searchlight on the board (there are two in this scenario) can be activated by a sentry team on a roll of a one (or three if ordered by a Junior Leader) When activated, a handy paper template is placed on the front of the searchlight (the template is a sleek design) and a dice is rolled to indicate which direction the spotlight is facing. A two inch wide beam is projected out 24” in the indicated direction. If the beam crosses an enemy model without being blocked by scenery there is a chance the model will be seen and the alarm sounded. We used the shorter beam to allow the attackers to at least be able to reach the river before being spotted as happened last game.
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Sounding the Alarm- The alarm is always sounded at the end of the phase in which a model is heard or seen.
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