07-16-2008, 12:42 AM
here is the info on round three as in the mail out.
(now slightly modified due to numerous errors on my part, I try but im not perfect)
-------------------------------------------------------------------------
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)
================================================================================ ===
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%
--------------------------------------------------------------------------------------------------
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)
-----------------------------------------------------------------------------------------------------------------------------
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)
--------------------------------------------------------------------------------------------------------------------
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%
---------------------------------------------------------------------------------------------------------------------------
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.
(now slightly modified due to numerous errors on my part, I try but im not perfect)-------------------------------------------------------------------------
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)
================================================================================ ===
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%
--------------------------------------------------------------------------------------------------
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)
-----------------------------------------------------------------------------------------------------------------------------
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)
--------------------------------------------------------------------------------------------------------------------
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%
---------------------------------------------------------------------------------------------------------------------------
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.



