Offered by GAJO Games [email protected] … · 2015-03-28 · 3/26/2015 Khamsin Bloody Triangle...
Transcript of Offered by GAJO Games [email protected] … · 2015-03-28 · 3/26/2015 Khamsin Bloody Triangle...
The Bloody TriangleJune, 1941
Campaign for the Khamsin WW2
Campaign RulesVersion 2.12 – April, 2015
Offered by GAJO Games
http://www.gajominis.com
9420 S. Union Square
Sandy, UT 84070
801-563-5956
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 2
1.0 Order of Battle
Each historical force is made up of a group
of representative FOW companies. Actions
generated through campaign maneuvers
will be fought out on the tabletop using
these types of companies, and the strength
of a formation in the campaign is shown as
its unit strength.
Axis Forces - Start:
IntroductionKhamsin is intended to provide a simple campaign system to generate interesting Flames
of War battles. This module is intended to be used with the basic rules to recreate a
campaign set during the battles in the western Ukraine during June, 1941.
AXIS FORCES – at start
FORMATION AT START MOBILITY ACTIVATION
UNIT
STRENGTH TABLETOP UNIT OPTIONS
1st Panzergruppe
14th Panzer DivisionVladimir-
VolynskiMotor 2 3
Leichte or Mittlere Panzerkompanie,; Panzerschutken or
Schutzenkompanie; or Kradschutzenkompanie
13th Panzer DivisionVladimir-
VolynskiMotor 2 3
Leichte or Mittlere Panzerkompanie,; Panzerschutken or
Schutzenkompanie; or Kradschutzenkompanie
11th Panzer Division Kristinopol Motor 2 3Leichte or Mittlere Panzerkompanie,; Panzerschutken or
Schutzenkompanie; or Kradschutzenkompanie
16th Panzer Division Kristinopol Motor 2 3Leichte or Mittlere Panzerkompanie,; Panzerschutken or
Schutzenkompanie; or Kradschutzenkompanie
6th Army
298th Infantry DivisionVladimir-
VolynskiLeg 3 2 Heer Infanteriekompany
44th Infantry DivisionVladimir-
VolynskiLeg 3 2 Heer Infanteriekompany
75th Infantry Division Novovolynsk Leg 3 2 Heer Infanteriekompany
111th Infantry Division Novovolynsk Leg 3 2 Heer Infanteriekompany
299th Infantry Division Novovolynsk Leg 3 2 Heer Infanteriekompany
57th Infantry Division Kristinopol Leg 3 2 Heer Infanteriekompany
9th Infantry Division Kristinopol Leg 3 2 Heer Infanteriekompany
297th Infantry Division Kristinopol Leg 3 2 Heer Infanteriekompany
Each unit has a mobility rating, which is
used to calculate how far it may move in a
campaign turn, and an activation rating,
which is used to determine whether it
reacts quickly to orders and acts
aggressively when required.
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 3
1.0 Order of Battle (continued)
Axis Reinforcements:
The following units become available
during the course of the campaign:
Soviet Forces - Start:
Soviet Initial Deployment –
• Soviet formations are deployed as noted
on the Soviet Forces Chart
AXIS FORCES – Reinforcements
FORMATION MOBILITY ACTIVATION
UNIT
STRENGTH TABLETOP UNIT OPTIONS
Arrive Turn 2 / Jun 26th
25th Motorized Division Motor 2 2 Schutzenkompanie or Kradschutzenkompanie
Arrive Turn 4 / Jun 28th
SS Liebstandarte
Motorized DivisionMotor 2 2 SS Kradschutzen or SS Infanterie company
9th Panzer Division Motor 2 3Leichte or Mittlere Panzer, or Schutzen or PzSchutzen
company
German Reinforcement Arrival:
German reinforcement formations arrive as
noted, and may arrive in any controlled
supply source area.
SOVIET FORCES – at start
FORMATION AFFILIATION MOBILITY ACTIVATION
UNIT
STRENGTH TABLETOP UNIT OPTIONS
Rovno
XIX Mech Corps
(Feklenko)Front Reserve Motor* 4 4 Tankovy Batalon# or Motostrelkovy Bn#
Klevan
IX Mech Corps
(Rokossovskiy)Front Reserve Motor* 4 3 Tankovy Batalon# or Motostrelkovy Bn#
Brody
XV Mech Corps
(Karpezo)6th Army Motor* 4 4 Tankovy Batalon# or Motostrelkovy Bn#
Within One Area of Lutsk
XXII Mech Corps
(Kondrusev)5th Army Motor* 4 3 Tankovy Batalon# or Motostrelkovy Bn#
1st Anti-Tank Artillery
BrigadeFront Reserve Motor* 4 2 Motostrelkovy Batalon%
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 4
SOVIET FORCES – reinforcements
FORMATION AFFILIATION MOBILITY ACTIVATION
UNIT
STRENGTH TABLETOP UNIT OPTIONS
Soviet Reinforcements – Turn 2 / June 25th [Busk]
VIII Mech Corps
(Ryabyshev)26th Army Motor* 4 5
Tankovy Batalon# or Motostrelkovy Bn#
Soviet Reinforcements – Turn 4 / June 27th [Busk]
IV Mech Corps 6th Army Motor* 4 2 Tankovy Batalon# or Motostrelkovy Bn#
Soviet Reinforcements – Turn 5 / June 28th (Kremenents)
14th Cavalry Division Front Reserve Motor* 4 2 Kazachiy Polk (Red Army)
1.0 Order of Battle (continued)
Soviet Reinforcements:
The following units become available
during the course of the campaign:
Rifle Division Remnants:
After the surprise German assault
decimated the Soviet forces deployed in
the border zone, remnants of these forces
fell back, fighting tenaciously but often
ineffectively against the invaders.
To reflect this, each unoccupied but Soviet
controlled area is considered to have Rifle
Division remnants present. These forces
are represented in tabletop actions by a
Strelkovy Batalon (Red Army or Militia
only) from Barbarossa, with unit strength
zero.
Soviet Reinforcement Arrival:
Soviet reinforcement units arrive as noted.
Rifle Division remnants are only present in
otherwise unoccupied, Soviet controlled
areas. Rifle Division remnants never
accumulate fatigue, and are destroyed if
control of their area is lost.
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 5
1.0 Order of Battle (continued)
Force Changes / Restrictions –
Flames of War forces are selected from the
appropriate list as set forth in the Army List
Section. Each entry will note the base list
to be used, plus any added or deleted
options to accurately represent that
formation.
The following units have additional options
and/or restrictions from the base listings in
Rising Sun or Barbarossa:
Germany:
Infanteriekompanie – units with Leg
mobility may not select motorized transport
for combat or weapons platoons.
Only Motorized Infantry Units had access
to motor transport for their core elements.
44th Infantry Division – one of the best of
AG South’s infantry units, it included the
elite Hoch und Deutchmiester regiment. A
player fielding this unit may re-roll a single
motivation test once during each tabletop
action.
An Austrian unit containing an elite unit of
the former Austrian Army, this division was
already displaying an excellent combat
record.
Soviet Union:
Rifle Divisions – the frontier forces,
primarily NKVD and Rifle Divisions, were
badly mauled in the initial German assaults
as they were woefully unprepared and
caught by surprise. Remnants were
pushed back and scattered, with elements
resisting valiantly but lacking much of their
heavy equipment.
To reflect this, Rifle Division Remnants
may not select any tanks other than T-26s,
nor more than two platoons of guns in an
artillery battalion.
Remnants had very badly mauled and
were spread widely, and so did not have
access to any significant heavy weapons.
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 6
Force Changes / Restrictions
(continued) –
Soviet:
Mechanized Corps – must follow the
restrictions below in selecting their
armored vehicles.
Soviet Mechanized Corps varied widely in
strength and types of tanks assigned, their
capabilities in the campaign are quite
varied as they were historically.
Soviet Unit Restrictions
Unit List Options
Mandatory
Choices
Restrictions
(May not Field)
22nd Mechanized Corps * Legkiy Tankovy Bn – Barbarossa
Digital
May not field T-35, KV-1 or
T-28 tanks
15th Mechanized Corps * Bystrokhodny Tankovy Bn or
Sredniy Tankovy Bn – Barbarossa
Digital
May not field T-35 or KV-2
tanks
8th Mechanized Corps * Tankovy Bn – Barbarossa or
Legkiy, Tyazhelyy or Bystrokhodny
Tankovy Bn – Barbarossa Digital
May not field T-28 or KV-2
tanks
9th Mechanized Corps * Legkiy or Bystrokhodny Tankovy
Bn – Barbarossa Digital
May not field T-34, T-35, T-
28 or KV tanks
19th Mechanized Corps * Legkiy Tankovy Bn – Barbarossa
Digital
May not field BT, T-35 or T-
28 tanks; maximum 2 T-34
and 5 KV tanks
4th Mechanized Corps * Tankovy Bn – Barbarossa
1st Anti-tank Artillery Brigade
%
Motostrelkovy Bn – Barbarossa –
may select tank destruction
companies instead of suport
choices with tanks
At least one tank
destruction
company
May not field any support
choices equipped with tanks
14th Cavalry Division Kazachiy Polk (Red Army) KV or T-34 tanks
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 7
2.0 Campaign Timeline
The campaign commences on June 24th
and ends by July 2nd (a total of 9 days).
3.0 Weather
Determining Weather –
The weather during this campaign started
out mild and sunny, but weather in western
Ukraine is unpredictable and fronts could
bring overcast conditions, or storms during
the action.
To reflect this, each turn commencing with
the June 27th turn, the Axis CiC rolls for
weather at the start of each turn. On a roll
of 5+ the weather becomes overcast for
the day, on a 7+ the weather becomes
stormy. Add one to the weather roll if the
previous day was overcast.
Below is the turn record chart, showing
events and actions for the campaign:
Weather Effects –
Weather other than clear affects operations
as follows:
Overcast –
• Subtract 1 dice from each player’s
airpower dice pool (example – limited
air support only provides 4 dice
instead of 5 to start)
Stormy –
• No airpower will be present
• Double the movement costs for each
type of connector
Bloody Triangle 1941 - Turn Record Chart
1) Tue
Jun 24
5) Sat
Jun 28 [sr]
9) Wed
Jul 2Milestones indicated on the turn chart:
[1] – replacements available
[w] – begin rolling for weather
[ar] - Axis reinforcements arrive
[sr] - Soviet reinforcements arrive
2) Wed
Jun 25 [ar, sr]
6) Sun
Jun 29
3) Thu
Jun 26
7) Mon
Jun 30
4) Fri
Jun 27 [ar, sr,w]
8) Tue
Jul 1
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 8
4.0 Coordination and Supply
Soviet Coordination –
The Soviet Army had been decimated by
purges and experienced significant
difficulties in coordinating activity between
multiple forces.
To reflect this, the following rules apply to
units occupying the same area:• More than one Soviet force may never
occupy the same area
• A retreating Soviet force must continue to
fall back until it reaches an open area. If
none is available the retreating Soviet force
is destroyed
If a unit is ordered to move in such a way
as to violate the coordination rules the
referee will adjust that unit’s movement to
comply with these rules.
Axis Coordination –
The German forces in this sector
experienced no coordination issues during
the fighting. There are no restrictions on
German coordination in this campaign
scenario.
Supply –
The supply source areas for each side are
noted on the campaign map. Any Soviet
force may draw supply from any Soviet
supply area, and any German force may
draw supply from any German supply area.
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 9
5.0 Aerial Operations
Tactical Air Support –
The opening of Operation Barbarossa was
a disaster for the Soviet Air Forces, and
they took horrendous losses in the initial
Luftwaffe strikes. Still, the sheer size of the
Soviet forces meant that some support
was possible.
To reflect this, tactical air support is not
automatically available to either side, but it
may purchased by either player.
To reflect the superiority of the Luftwaffe in
these initial battles, if they choose not to
purchase airpower a German player
receives sporadic air support (which may
only be used for interception) at no cost in
points, for each engagement .
Each level of support receives one less die
if the weather is overcast. No air support is
available if the weather is stormy.
Aerial Interdiction –
Due to the vast distances in this theatre,
while both sides conducted aerial
interdiction, it is factored into the
movement rules and not represented in the
normal way for a Khamsin campaign.
Aerial Recon –
Although both sides conducted some aerial
reconnaissance missions through the
overall campaign, there were not sufficient
resources allocated to materially affect the
tactical activity on the ground.
No aerial recon is available for either side
this campaign module.
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 10
6.0 Movement
The movement point (MP) cost to use each
connector type is as follows:
Effect of Weather on Movement –
During a stormy turn the MP cost for trails
increases as noted. In addition, movement
for leg units on trails is restricted on stormy
turns, as noted below.
Ukrainian Road Network –
The western Ukraine at this time was
under developed, and the existing road
network was quite poor. This limited the
mobility of even normally mobile formations
significantly.
Combined with the vast distances over
which the campaign was fought, it made
maneuver and rapid response to situations
difficult for both sides. This was particularly
true for formations dependent on horses
for mobility of their guns and support
services.
6.0 Movement (continued)
Ukrainian Road Network –
(continued)
In this campaign, a formation with leg
mobility is not guaranteed to be able to
move a single area.
Instead, whenever a force with leg mobility
is ordered to move it will require a mobility
check to make the move.
A mobility check is a roll of a six sided die.
The move is successful on a roll of 1-4 if
along a road, or 1-3 if along a trail in clear
weather.
A mobility check always fails if it is along a
trail in stormy weather.
If the mobility check is successful the move
is completed as normal, if the mobility
check fails then the unit remains in its
current area, but does not count as
stationary for engagement or regrouping
purposes.
Western Ukraine Movement Table
Connector
Type
MP
Cost Special Rules
Road 2 -
Trail (clear) 3 -
Trail
(stormy)4 -
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 11
7.0 Engagement Special Rules
Setting up the table –
This campaign uses the following terrain
placement tables:
Basic Western Ukraine table:
Roll for one random feature for every 2’ by
2’ section of table (6 rolls for a 4’ by 6’ table)
7.0 Engagement Special Rules
(continued)
If a terrain feature is indicated, one should
be placed by the defender anywhere within
that section of the table.
Terrain features should be at least 8” and
no more than 16” in length and width, and
may cover no more than ¼ of the surface
area of that section of the table.
Terrain Table Modifiers –
Modify the results from the basic table
based on the area terrain as follows:
• Open areas – subtract 1 from die rolls
• Village areas – defender may place 1
village in addition to other terrain
• Hilly terrain – +1 to all die rolls, defender
may place 1 additional hill
• Wooded terrain area – the defender may
place 2 large (roughly 16” by 16”) woods in
addition to any other terrain rolled for. Do
not subtract from any terrain rolls for an
area with wooded terrain
Western Ukraine Terrain Table 1
Terrain Die Roll
None 1-2
Crop Fields 3
Marsh (1-3) or Swamp (4-6) 4
Woods 5-6
Hill 7+
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 12
Terrain Specifics –
Village –
Each village should consist of 3+d3
buildings, and also include a small walled
orchard or woodlot of at least 6” by 6”.
Villages in this area were mostly wooden
buildings. Any infantry stand touching or
within a building or orchard wall is
considered concealed.
Early Summer Fields –
During the fighting the area was covered
with fields of growing crops. Crop fields
provide cover for infantry and man packed
gun teams, and are slow going for vehicles.
Crop fields do not block line of sight.
Woods –
Wooded areas is treated as a normal –
difficult going and they provide
concealment.
Hills –
Elevated areas were of huge tactical
importance due to the generally flat terrain
in this area. Any unit or vehicle on a hill can
see over standing crop fields, but not
woods. Hills are treated as slow going and
provide concealment to any team or
vehicle on them.
Marsh –
Marshes are treated as difficult going, and
provide no concealment.
Swamp –
Swamps are treated as very difficult going,
and provide concealment only to infantry
and man packed gun teams.
Urban Areas –
Engagements in an urban area are fought
out on a cityfight table. A cityfight table is 4’
by 4’ and all terrain must be either building
or street, with a maximum of one open
space (park or equivalent) of up to 12”
square.
The defender lays out the board, using as
many ruined and intact buildings as
possible. The attacker then may move up
to d6 buildings by no more than 6” from
their original location, leaving any open
space or street terrain clear.
All engagements in an urban area are
fought out as Not One Step Back missions
unless they are played using the Total War
rules.
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 13
8.0 Special Rules
Komissar –
Soviet forces were frequently “encouraged”
forward by political officers known as
Komissars.
A Soviet force that fails activation may re-
roll for the activation as the Komissar
intervenes. If the second roll is successful,
the force moves as normal, but fields 100
fewer points in any action the move
generates.
Unreliability –
The recently formed Soviet Mechanized
Corps had had limited training time, and
were woefully short on support vehicles,
many even lacking trucks to move their
Motor Rifle Division to keep up with their
Tank Divisions.
On top of this, most of the tanks in use
were either new and being proven out in
the field, or established designs with poor
mechanical reliability.
To reflect this, Soviet Mechanized Corps
are rated Motor* for mobility. A force with
“motor*” mobility may never move more
than one area per campaign turn,
regardless of movement costs.
Blitzkrieg –
Although the remnants of the Soviet Border
Rifle formations fought well in some areas,
the German Panzer units often were able
to blitz through or around their positions,
outmaneuvering their foes as Soviet
commanders struggled to assemble a
coherent front.
To reflect this, activated panzer units which
encounter only Soviet Rifle Division
remnants in an area they are ordered to
move through will scatter the remnants,
gain control of the area and continue their
move on a d6 roll of 4+. On any other
result the Soviet force halts their advance
and a tabletop action must be fought.
Only actual panzer divisions benefit from
this ability, it does not extend to motorized
infantry formations.
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 14
9.0 Winning the Campaign
Victory:
Both sides’ goals for the campaign were
quite different. The Axis forces wanted to
break through quickly and drive on Kiev,
key to the Ukraine.
The Soviets, on the other hand, were trying
desperately to slow the German advance,
and hoped to cut off and inflict heavy
losses on the outnumbered panzer forces.
To reflect his, the campaign map shows the
critical locations as objective areas, with a
value of either one or two. A total of ten
objective area points are available, each of
which counts as 1 victory point (VP) for the
side controlling that area.
At the end of the campaign, the side with
the highest VP total is declared the winner.
If the winner manages to accumulate a 3:2
or higher ratio of VPs they have won an
overwhelming victory. If neither side has a
majority of VPs then the campaign ends in
a draw.
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 16
Move and Fatigue Sheet – Axis
Formation
Fatigue
Points
Start
Area
Destination
Area Via*
14th Panzer Division
13th Panzer Division
11th Panzer Division
16th Panzer Division
298th Infantry Division
44th Infantry Division
75th Infantry Division
111th Infantry Division
299th Infantry Division
57th Infantry Division
9th Infantry Division
297th Infantry Division
Reinforcements
25th Motorized Division
SS Liebstandarte
Motorized Division
9th Panzer Division
* indicate the area to be moved through to get to the destination if the formation is moving through multiple areas
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 17
Move and Fatigue Sheet – Soviet
Formation
Fatigue
Points
Start
Area
Destination
Area Via*
XIX Mech Corps
(Feklenko)
IX Mech Corps
(Rokossovskiy)
XV Mech Corps
(Karpezo)
XXII Mech Corps
(Kondrusev)
1st Anti-Tank Artillery
Brigade
Reinforcements
VIII Mech Corps
(Ryabyshev)
IV Mech Corps
14th Cavalry Division
* indicate the area to be moved through to get to the destination if the formation is moving through multiple areas
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 18
Battle Outcome Sheet
Outcome –
Winning Side: _____________________Winner’s Victory Points: ________
Loser’s Victory Points: ________
Overview –
Location of Battle: _____________________
Outcome –
Winning Side: _____________________Winner’s Victory Points: ________
Loser’s Victory Points: ________
Overview –
Location of Battle: _____________________
Outcome –
Winning Side: _____________________Winner’s Victory Points: ________
Loser’s Victory Points: ________
Overview –
Location of Battle: _____________________
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 19
Khamsin Bloody Triangle – Key Charts
Both forces moving Defender stationary
Defender stationary in
fortifications
Die
Roll Encounter Type
Die
Roll Encounter Type
Die
Roll Encounter Type
1 Free for all 1 Hold the Line 1 Trench Fight
2 Free for all 2 Hold the line 2 Trench Fight
3 Encounter 3 No retreat 3 The Big Push
4 Encounter 4 No retreat 4 The Big Push
5 Encounter 5 Breakthrough 5 The Big Push
6 The Cauldron 6 Hasty Assault 6 Breakout
Movement Allowance
Mobility Movement Points per Turn
Recon 6
Motor 4
Semi-Motor 2
Leg 1
Western Ukraine Movement Table
Connector
Type
MP
Cost Special Rules
Road 2 -
Trail (clear) 3 -
Trail
(stormy)4 -
Bloody Triangle 1941 - Turn Record Chart
1) Tue
Jun 24
5) Sat
Jun 28 [sr]
9) Wed
Jul 2Milestones indicated on the turn chart:
[1] – replacements available
[w] – begin rolling for weather
[ar] - Axis reinforcements arrive
[sr] - Soviet reinforcements arrive
2) Wed
Jun 25 [ar, sr]
6) Sun
Jun 29
3) Thu
Jun 26
7) Mon
Jun 30
4) Fri
Jun 27 [ar, sr,w]
8) Tue
Jul 1
3/26/2015 Khamsin Bloody Triangle 1941, GAJO Games 20
Khamsin Bloody Triangle – Key Charts
Western Ukraine Terrain Table 1
Terrain Die Roll
None 1-2
Crop Fields 3
Marsh (1-3) or Swamp (4-6) 4
Woods 5-6
Hill 7+
Terrain Types:
• Open areas – subtract 1 from die rolls
• Village areas – defender may place 1 village in addition
to other terrain
• Wooded terrain – defender may place 2 large (roughly
16” by 16”) woods in addition to any other terrain rolled
for. Do not subtract from any terrain rolls for an area with
wooded terrain
• Hilly terrain – +1 to all die rolls, defender may place 1
additional hill
Marsh –
Marshes are treated as difficult going, and provide no
concealment.
Swamp –
Swamps are treated as very difficult going, and provide
concealment only to infantry and man packed gun teams.
Early Summer Fields –
During the fighting the area was covered with fields of
growing crops. Crop fields provide cover for infantry and
man packed gun teams, and are slow going for vehicles.
Crop fields do not block line of sight.
Terrain Types (continued):
Village –
Each village should consist of 3+d3 buildings, and also
include a small walled orchard or woodlot of at least 6” by
6”.
Villages in this area were mostly wooden buildings. Any
infantry stand touching or within a building or orchard wall
is considered concealed.
Woods –
Wooded areas is treated as a normal – difficult going and
they provide concealment.
Hills –
Elevated areas were of huge tactical importance due to
the generally flat terrain in this area. Any unit or vehicle
on a hill can see over standing crop fields, but not woods.
Hills are treated as slow going and provide concealment
to any team or vehicle on them.
Urban Areas –
Engagements in an urban area are fought out on a
cityfight table. A cityfight table is 4’ by 4’ and all terrain
must be either building or street, with a maximum of one
open space (park or equivalent) of up to 12” square.
The defender lays out the board, using as many ruined
and intact buildings as possible. The attacker then may
move up to d6 buildings by no more than 6” from their
original location, leaving any open space or street terrain
clear.
All engagements in an urban area are fought out as Not
One Step Back missions unless they are played using
the Total War rules.