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here is the info on round three as in the mail out.Smile (now slightly modified due to numerous errors on my part, I try but im not perfect)

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Date for all games is Feb 1944


Round 3 Matchups

Wigam vs Edward (Narva)
Stonefire vs Thexder (Narva)
John(txic) vs Brm3k (Narva)
Splintex vs Jadpanther (Narva)
July vs Drezworth (Narva)
Wildrouge vs Asidun (Narva)
Vesku vs Vlom (Stalingrad)
Yogi vs 2nd Lt Fjun (Khakov)
Model vs Weasel (Kursk)
Vonbismarck vs Epoletov (Kursk)
Oldrocky vs Walrus (Kursk)


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Narva

River crossing
Assualt/Defend
Take and Hold battle
Turns - 25
Visibility - 30

Points

Germany - 9000/8100 Points
Russia - 6000/5400 Points

VH Flag Hexes

119,82
125,66
119,143
92,185
110,100
111,86
103,81
106,29
139,91
84,155
86,130
83,89
63,84
83,65
98,133
121,174
123,49
110,66
94,90
104,188
87,27

Special Rules

Battalion HQ Rule - German
Lookout Rule - Russian


Attacker Prefs

Tank - 40%
Infantry - 60%
Arty - 15%
Bunkers - no
Mines - no
Planes - 0


Defenders Prefs

Tank - 50%
Infantry - 60%
Arty - 10%
Bunkers - No
Mines - yes (25 mine points for elites or non elites)
Planes - 0


Round Three Prefrences for Narva

PLEASE NOTE - the first number is for non core/elite players. the second number is for Core/elite players. Please check with

you Opponent.

Searching - 60/70%
Hitting - 80/90%
Rout rally - 100% Non elite,core/ 110% elites
Troop Quality - Germany/Axis 70/80%
Russia 60/70%
Tank Toughness - 110%
Infantry Toughness German - 100/110 (non SS)/130% (increased due to SS Bonus for Narva)
Russian - 100/110%


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Stalingrad

Urban
Assault/Defend
Take and Hold Battle
Turns - 30
Visibility - 25

Points

Germany - 7000/6300
Russia - 4620/4160

VH Flag Hexes

62,2
70,14
82,12
100,11
54,60
68,63
81,65
99,66
67,102
81,102
99,100
91,37
92,36
100,82
82,20
80,85
28,20
61,104

Special Rules

Infantry Duel Rule - Both Sides
Battalion HQ Rule - Russian
Minefield Rule - Russian

Attacker Prefs

Tank - 15%
Infantry - 70%
Arty - 15%
Bunkers - no
Mines - no
Planes - 0

Defenders Prefs

Tank - 15%
Infantry - 70%
Arty - 10%
Bunkers - No
Mines - yes (50 mine points for elites or non elites)
Planes - 0


Round Three Preferences

PLEASE NOTE - the first number is for none core/elite players. the second number is for Core/elite players. Please check with you Opponent.

Searching - 60/70%
Hitting - 80/90%
Rout rally - 100% Non elite,core/ 110% elites
Troop Quality - Germany/Axis 70/80%
Russia 60/70%
Tank Toughness - 110%
Infantry Toughness German - 100/110%
Russian - 120/130% (increased for defending troops in Urban terrain in winter)

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Kharkov

Urban
Assault/Defend
Raid
Turns - 30
Visibility - 20 (bad weather)


Points

Germany - 7000/6300
Russia - 4620/4160


VH Flag Hexes

(see Raid rules below)


Special Rules

Counter Battery - Both Sides


Attacker Prefs

Tank - 40%
Infantry - 80%
Arty - 10%
Bunkers - no
Mines - no
Planes - 0

Defenders Prefs

Tank - 40%
Infantry - 80%
Arty - 5%
Bunkers - Yes
Mines - yes (10 mine points for elites or non elites)
Planes - 0


Round Three Preferences

PLEASE NOTE - the first number is for none core/elite players. the second number is for Core/elite players. Please check with

you Opponent.

Searching - 60/70%
Hitting - 80/90%
Rout rally - 100% Non elite,core/ 110% elites
Troop Quality - Germany/Axis 70/80%
Russia 60/70%
Tank Toughness - 110%
Infantry Toughness German - 100/110%
Russian - 120/130% (increased for defending troops in Urban terrain in winter)

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Kursk

Open
Meeting Engagement
Take and Hold
Turns - 30
Visibility - 10 (snowstorm)


Points

Germany - 10000/9000
Russia - 10000/9000


VH Flag Hexes

75,81 (5 VHs next to this hex)
76,135 (5 VHs next to this hex)
77,32 (5 VHs next to this hex)



Special Rules

No Support Vehicles - Both sides


Attacker Prefs

Tank - 90%
Infantry - 50%
Arty - 10%
Bunkers - no
Mines - no
Planes - 0

Defenders Prefs

Tank - 90%
Infantry - 60%
Arty - 10%
Bunkers - No
Mines - No
Planes - 0



Round Three Preferences

PLEASE NOTE - the first number is for none core/elite players. the second number is for Core/elite players. Please check with

you Opponent.

Searching - 60/70%
Hitting - 80/90%
Rout rally - 100% Non elite,core/ 110% elites
Troop Quality - Germany/Axis 70/80%
Russia 60/70%
Tank Toughness - 110%
Infantry Toughness - 100/110%

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Rules

Battalion HQ Rule - German
Lookout Rule - Russian
Infantry Duel Rule - Both Sides
Minefield Rule - Russian
Counter Battery - Both Sides
No Support Vehicles - Both sides


Battalion HQ Rule

Any player who operates under the battalion HQ rule Must locate their A Unit (the commander) within 5 hexes of the designation "battalion HQ" on the map. The Unit may move but may not move beyond 5 hexes of the designation. Players may be checked at the start and end of their games to see that they have followed this rule or if requested by another player.

Lookout Rule

Any Player who operates under the Lookout/FO rule must locate any FO units within 5 hexes of the designation "Lookout Point" on the map. The Unit may move but may not move beyond 5 hexes of the designation. Players will be checked at the start and end of their games to see that they have followed this rule.

Infantry Duel Rule

Both sides are short on tanks (see ratios) due to terain unsuitable to tank warfare. Tank numbers are very low and no size 5 tanks may be bought. Units such as scout cars, APCs and trucks do not have to follow this rule but any armored vehicle mounting a heavy weapon which can obviously be classed as a tank (no matter where it is located in the listings) cannot exceed the ratios for tanks. The only exception to this is if the player has tanks in the core.

Minefield Rule

Players may only deploy mines in areas marked on the map as "Mines" and surrounded with "/", mine may not be placed outside these areas.

Counter Battery Rule

Both sides have limited artillery available due to artillery units engaged in counter battery fire. Players may not take on board artillery unless it is attached as support to a players core. players must take off board artillery and within the limits set down for the game.

No Support Vehicles Rule

Both sides do not have access to support vehicles to transport troops or equipment. Support vehicles are classified as trucks or APCs. Players may still use tanks to transport troops but any regular transport vehicles are not available. the only exception to this is when trucks or APCs are part of a player with an infantry core s forces, in such a case the trucks or APCs available to the player are available but only those as part of the core or support, no more may be purchased. Horse drawn transportation is still available with no restrictions.

Raid Rule.

The attacking player is given four hex locations on the map that they must attempt to capture and hold until the end of the game. The defending player does not know these locations until the middle point of the game when they will be made aware of these locations. At the end of the game the player with the most non routed/suppressed units in or next to the hex is declared to be in possession of the hex, the player with the most hexes is the winner. If each player is in possession of 2 hexes then the game is called a draw.
Begins, that who will create fight earlier ?
In this round the German gets the pleasure of setting up. unless the Russian wants to do it.
Just waiting to hear from 2Bear, Dan you might be able to save some time, Is he Elite or non Elite. Just so I know for how many points to give him.

Thanks

Wigwam
He is not elite. but wait till I get his intel numbers from him before setting up as you or him may get some spotter planes out of this. I am waiting on some players to get back to me.
Ok bro. So nothing required from me. Great.

marcus
All games are now clear to go, all players have had their intel checked and the info about who can have spotter planes has been mailed out. Also I have updated about the FO/Lookout Rule and who is allowed to pre-bombard and who isnt.

At this point its pretty clear from the matchups that the Germans have unleashed the SS infantry for Narva in full strength and their SS tankers to try to cut the off the Kharkov bulge.

Meanwhile Yogi attempts to tackle 2nd Lt Fjun at Kharkov and Vesku vs Vlom at Stalingrad (and if I really want to work the V angle its "Vesku vs VLOM in the battle of Volgograd on the Volga" say that 5 times really fast.

Meanwhile the Russians have been rushed to stop the Germans at Narva and wisely placed their tankers at Kursk to try and stem the Germans there.

Splintex and Jadpanther battle for the second time after having at each other in the second round.

Its good to see the strategic coming to the fore in this round as its the second battle of Kursk and Stalingrad this round and an obvious attempt to get across the Narva River while its frozen before the spring thaw.

Goodluck to all players and Happy Hunting.Smilecheerskill
The SS start to roll.....

nice pic, do the Russians have a reply?

Narva certainly seems to have attracted a lot of SS players.

Personally i think Narva is going to turn into a killing zone with the forces arrayed there and Kursk is going to be bloody as well, Stalingrad and Kharkov may be interesting but the crucial battles will be in Narva and Kursk.

I forgot to salute 2nd Lt Fjun in Kharkov who will be hoping that his comrades at Kursk keep the roads open otherwise he will have a very big battle ahead in round 4, Sir I salute thee.Bow
After all the incentives and urges from the Tourney Master about Narva being our spiritual home....what else were we to do?
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