Offered by GAJO Games [email protected] … · 2015-03-28 · 3/26/2015 Khamsin Bloody Triangle...

20
The Bloody Triangle June, 1941 Campaign for the Khamsin WW2 Campaign Rules Version 2.12 April, 2015 Offered by GAJO Games [email protected] http://www.gajominis.com 9420 S. Union Square Sandy, UT 84070 801-563-5956

Transcript of Offered by GAJO Games [email protected] … · 2015-03-28 · 3/26/2015 Khamsin Bloody Triangle...

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The Bloody TriangleJune, 1941

Campaign for the Khamsin WW2

Campaign RulesVersion 2.12 – April, 2015

Offered by GAJO Games

[email protected]

http://www.gajominis.com

9420 S. Union Square

Sandy, UT 84070

801-563-5956

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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.

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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%

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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.

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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.

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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

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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

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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.

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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.

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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 -

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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+

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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.

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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.

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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.

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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

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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

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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: _____________________

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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

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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.