Rattenkrieg: Street Fighting for Stalingrad

In the spring and summer of 1942 the German Army had recovered from the huge losses of the previous winter. Hitler decided that the objectives for the summer offensive should be the oil fields of the southern Soviet Union. The Germans experienced dazzling success in the spring and early summer. The Soviet Army in the south seemed to be disintegrating. The father south the Germans advanced the more obsessed Hitler became with capturing Stalin's city.



In July of 1942 Hitler diverted valuable resources from the offensive to attack Stalingrad. The city was quickly turned into a meat grinder. German and Soviet divisions were quickly decimated. The fighting destroyed the city by the end of August and by September vehicles could barely move in the ruined city. Thousands had already died. The fighting turned into vicious clashes between small groups of infantry. Coordinated effort by large forces was impossible inside the city. The Germans dubbed this type of war Rattenkrieg: Rat War.


Introduction

This is a collection of rules and scenarios for running Battleground WWII or other skirmish level campaigns in the city of Stalingrad. The time frame is September and October 1942. At this point of the battle the Germans had captured most of the city. The Soviet Army had not yet encircled the Germans. Both sides were still able to get supplies and replacements into the city.

Most of the fighting takes place at the north end of the city around the Red October factory. The Russians had a small foothold on the west bank of the Volga in this area. The Germans had tried desperately for weeks to destroy this small pocket and the bridgehead that kept it alive.


The players have several choices as to the army and the unit type that they would like to play. The point of fighting in this campaign is two-fold. First is to preserve as much of your unit as possible. The second is to achieve the objective of the scenario.

The Armies

The Battle of Stalingrad involved a large number of soldiers from many different countries. The German Army at Stalingrad was composed of not only Germans but also nationalities from the occupied territories. These include French, Croats, Norwegians and almost any other you can think of. In addition German allied armies from Hungary, Italy and Romania also participated in the battle. It was these allied armies that were largely responsible for allowing the encirclement and ultimate destruction of the German 6th Army in Stalingrad.


For this campaign players can choose to play Soviet, German, Croatian, or Romanian troops. The player must select the organization of their forces from the options below.   Each player has 525 points with which to build their forces.

Germany

The Germans can select one of the following formations. Each formation must have a Platoon command and at least one Infantry squad. The starting morale is Veteran. All soldiers are equipped as listed. The unit may be upgraded from the Basic Equipment list at initial creation. German replacements are never Green (see the replacements rules) but they may have a morale upgrade later by spending Victory Points.

Platoon Command: 150 Points
1 Platoon Commander, Pistol, Binoculars, M14-2
1 Radio Operator, SMG, M12
1 FO, SMG 3 Grenade, Binoculars, M12
1 Runner, Rifle 3 Grenades, M12
1 Medic, Pistol, M12

Infantry Squad: 150 Points
1 Squad Leader, Pistol SMG 3 Grenade, Binoculars, M14-1
1 Asst. Squad Leader, SMG 3 Grenade, Binoculars, M13
1 LMG Gunner, MG34, M12
1 LMG Loader, Rifle 3 Grenade, M12
3 Soldiers, Rifles or SMG 3 Grenade each, M12
3 Soldiers, Rifles 3 Grenade each, M12

Mortar Team: 125 Points
1 Gunner, 5cm leGrW, M12
1 Loader, SMG 2 Grenades, M12

ATR Team: 100 Points
1 Gunner, ATR, M12
1 Spotter, Rifle, 2 Grenades, Binoculars M12

HMG Team: 115 Points
1 Crew Commander, SMG 2 Grenade, Binoculars, M12
1 HMG Gunner, MG34 HMG, M12
1 HMG Loader, SMG 2 Grenade, M12

Sniper Team: 115 Points
1 Sniper, Rifle w/ scope, M14
1 Spotter, Rifle 2 Grenade, Binoculars, M14


Croatians

Croatian soldiers are members of the German Army. They are equipped with German arms and uniforms. They are assigned to the 369th Reinforced Infantry Regiment (Schachbrett). This unit is led by German officers. Croatians start as Regulars.  A Croatian unit must have a Platoon Command and at least one Infantry Squad. The unit may be upgraded from the Basic Equipment list at initial creation.

Croatian replacements are never Green or Elite (see the replacement rules) but they may be upgraded to Elite later by spending Victory Points. The Croatians have the distinction of being the only non-German units to fight in the city of Stalingrad. They spent most of the battle fighting for the Red October factory and the surrounding area. Croatian players always get a +3 when rolling for terrain.

Platoon Command: 110 Points
1 Platoon Commander, Pistol, Binoculars, M12-1
1 Radio Operator, SMG, M10
1 FO, SMG 3 Grenade, Binoculars, M10
1 Runner, Rifle 3 Grenade, M10
1 Medic, Pistol, M10

Infantry Squad : 110 Points
1 Squad Leader, Pistol SMG 3 Grenade, Binoculars, M12-1
1 Asst. Squad Leader, SMG 3 Grenade, Binoculars, M11
1 LMG Gunner, MG34, M10
1 LMG Loader, Rifle 3 Grenade, M10
6 Soldiers, Rifles 3 Grenades each, M10

Mortar Team: 95 Points
1 Gunner, 5cm leGrW, M10
1 Loader, SMG 3 Grenades, M10

ATR Team: 80 Points
1 Gunner, ATR, M10
1 Spotter, Rifle, Binoculars, M10

HMG Team: 85 Points
1 Crew Commander, SMG 3 Grenades, Binoculars, M10
1 HMG Gunner, MG34 HMG, M10
1 HMG Loader, SMG 3 Grenades, M10

Sniper Team: 75 Points
1 Sniper, Rifle w/ scope, M12
1 Spotter, Rifle 3 Grenade, Binoculars, M12


Romanians

Romanians start as Regulars.  All soldiers are equipped as list and in addition each soldier has 2 grenades. A Romanian unit must have a Platoon Command and at least one Infantry Squad. The unit may be upgraded from the Basic Equipment list at initial creation.

Romanian replacements are never Green or Elite (see the replacement rules) but they may be upgraded to Elite later by spending Victory Points. The Romanians fought mostly outside the city of Stalingrad and as a result Romanians always get a -3 to the terrain roll.

Platoon Command: 110 Points
1 Platoon Commander, Pistol, Binoculars, M12-1
1 Radio Operator, SMG, M10
1 FO, SMG, Binoculars, M10
1 Runner, Rifle, M10
1 Medic, Pistol, M10

Infantry Squad : 110 Points
1 Squad Leader, Pistol SMG, Binoculars, M12-1
1 Asst. Squad Leader, SMG, Binoculars, M11
1 LMG Gunner, M10
1 LMG Loader, Rifle, M10
6 Soldiers, Rifles, M10

Mortar Team: 95 Points
1 Gunner, 5cm leGrW, M10
1 Loader, SMG, M10

HMG Team: 85 Points
1 Crew Commander, SMG, Binoculars, M10
1 HMG Gunner, M10
1 HMG Loader, SMG, M10

Sniper Team: 75 Points
1 Sniper, Rifle w/ scope, M12
1 Spotter, Rifle, Binoculars, M12


Russians

Soviet squads start as Veteran and each unit must have a Platoon Command and at least one Infantry squad. Soviet replacements are never Elite (see the replacement rules) but they may be upgraded later by spending Victory Points. The unit may be upgraded from the Basic Equipment list at initial creation.

Platoon Command: 130 Points
1 Platoon Commander, Pistol, M14-2
1 Radio Operator, SMG, M12
1 FO, SMG, M12
1 Runner, Rifle, M12
1 Medic, Pistol, M12

Infantry Squad : 130 Points
1 Squad Leader, Pistol & SMG, M14-1
1 Assistant Squad Leader, SMG, M13
1 LMG Gunner, DP, M12
1 LMG Loader, Rifle, M12
3 Soldiers, Rifles or SMG, M12
3 Soldiers, Rifles, M12

Mortar Team: 115 Points
1 Gunner, 50mm RM obr. 40, M12
1 Loader, SMG, M12

ATR Team:100 Points
1 Gunner, ATR, M12
1 Spotter, Rifle, Binoculars, M12

HMG Team:115 Points
1 Crew Commander, SMG, M12
1 HMG Gunner, Maxim 1910 HMG, M12
1 HMG Loader, SMG, M12

Sniper Team: 115 Points
1 Sniper, Rifle w/ scope, M14
1 Spotter, Rifle, Binoculars, M14


Wounds and Recovery

During the course of battle soldiers will be wounded. Soldiers who are Lightly Wounded will automatically recover after the game. In addition, any Light Wounded soldiers who receive two actions worth of treatment from a Medic during the course of the game will not suffer the affects of the wound (they are still considered wounded and if another Light Wound result occurs the soldier now has a Heavy Wound). A soldier may only be treated once during the course of the game.

Heavy Wounded soldiers may recover from their wounds after the game. The base dice roll for a recovery is 1-10 on a d20. Heavy Wounded soldiers who are treated for two actions by a Medic during the course of a game receive a -3 to their recovery roll. Soldiers who recover from a Heavy Wound can rejoin their unit after missing one game. These soldiers will return with the next higher morale rating. Soldiers with Heavy Wounds will never recover during a game.


Replacements

Throughout the course of the campaign units will take losses. Some of these will be soldiers with light wounds. Others will be more serious heavy wounds or even KIAs. Still others will have soldiers captured or become cowards. Most of these situations will require that the unit get replacements.

The quality of the replacements is determined by the army that the player has selected. Below is a table for each army to determine the replacements. After a game in which a player has suffered losses the player may purchase replacements based on the point costs listed below. The replacements will not be available until the unit has completed one additional game. Note: This means it is possible for a unit to be wiped out before replacements arrive!
Replacements are equipped just as the troops they are replacing. Heroes are equipped any way the player wishes.

Germany
 
Point Cost
Replacement Type
50
Hero (Roll on the Hero table to determine the type)
21
Elite
15
Veteran
11
Regular

Croatian
 
Point Cost
Replacement Type
50
Hero (Roll on the Hero table to determine the type)
15
Veteran
11
Regular

Romanian
 
Point Cost
Replacement Type
50
Hero (Roll on the Hero table to determine the type)
15
Veteran
11
Regular

Soviet
 
Point Cost
Replacement Type
50
Hero (Roll on the Hero table to determine the type)
13
Veteran
9
Regular
7
Green


Morale

This campaign requires some modifications to the standard morale rules.

Mixed Morale Units

With the Replacement rules it is now possible to have units with more than one troop quality. This will affect the Break Points for the units. The unit Break Point should be based on the troop quality of the lowest morale of the squad. This means that a unit with one Green soldier is treated as a Green unit for Break Point determination.

Avenue of Escape

During the course of a game a play may decide that a battle is lost and to disengage from the fighting. Due to the close quarters of the combat and the confused nature of the combat zone it is possible for a unit to be temporally cut off from friendly units. Before a player may disengage from combat he must check for an avenue of escape. The target dice roll will be part of the scenario being played. If the roll is passed the player may concede the battle. If not the player must either play another turn or the player may choose to attempt to disengage anyway. If the player disengages without an avenue of escape any figures that are within 5" of the enemy will surrender.

Surrender

Surrender is handled as the basic rules indicate. As a clarification, if No Quarter is in affect for a player and they disengage without an Avenue of Escape soldiers who are within 5" of the enemy will become fanatics.

Broken Units

If a unit fails a Break test, and they have passed the Avenue of Escape roll, that unit will be removed from play (they will be available for the next game). If the Avenue of Escape roll is failed the unit will break as per the basic rule with on exception. Soldiers who are within 5" of the enemy will be subject to Surrender or Fanatic rules.

Cowards

If during the course of a game a soldier becomes a Coward he is removed from the table as per the basic rules. After the game roll as if the coward were heavy wounded. If the roll is passed the soldier returns to his unit one morale level lower. If the role is failed treat as a KIA and roll for a replacement.

If a squad goes coward it is handled a little different. Once a squad fails a squad morale check immediately check for an avenue of escape. If the roll is passed the squad is removed from play. All of the squad members who are unwounded are returned to the player for the next game, though they are now one morale level lower in rating. All wounded soldiers roll for recovery with a +5. Soldiers in command range of the enemy will attempt to surrender or become fanatic as per the surrender rules.

If the roll is failed the squad is removed as normal. After the game role for each member of the unit as if they were heavy wounded. Failed dice rolls are treated as KIA. Successful rolls are returned to the unit one morale level lower.


Victory Points

During the course of a game players will accumulate Victory Points for completing certain actions. Below is a list of point values for actions:
 
Point Value
Action
1
Heavy Wound
1
Broken Soldier
3
KIA
3
Coward
5
Gory Death
-3 
Enemy Hero
3
Friendly Hero

Additionally, points will be awarded for meeting the victory conditions for a given scenario.

These points can be used for the purchase of replacements, as described in the Replacement section of the rules. They can also be used to purchase additional units for a specific scenario. Victory points can be used to upgrade the equipment or the morale of a unit or a soldier. Additional units and vehicles may be purchased with these points.
 
Basic Equipment
Extra Stick Grenade
3
Pistol
4
SMG
5
Binoculars
3
Smoke Grenade
4
Cluster Grenade
20
Magnetic Mine
30
Rifle Grenade
5
Additional LMG

(with skill for the team)

30

Scenarios

These are the Rattenkrieg scenarios. Unlike most scenarios from the basic rules, these scenarios are not usually written from a German-Soviet perspective. They are written from an Attacker-Defender perspective. This allows a player to play either side of a scenario without having to play a different army. These scenarios also do not use a set terrain location but rather the players roll to see the setting for the battle. Additionally some scenarios have additional forces that may be available for the players.

Game Set-up

The first step in setting up a game is rolling for the terrain. The players take turns setting up terrain until both players are satisfied. Second is to roll to determine attacker or defender. After the players have determined the attacker, the defender selects the table edge. Next is to role for the scenario.

Terrain

Below is the table that is used for random terrain generation. Players may roll on this table before a game to determine the terrain or they may select a terrain setting that they agree on. Some scenarios require a set terrain type.
 
Dice Roll
Terrain Type
1-2
Steppe
3-6
Large Park, Countryside
7-10
Small Park
11-15
Light Ruins
16-18
Heavy Ruins
19-20
Factory Complex

Steppe - The table is mostly wide-open terrain. All open ground is covered in a tall layer of grass. Any figure that is prone in the grass is considered concealed and gains an additional +1 cover modifier. Players may place 2-3 small clumps of trees, hills or wooden buildings. The players may also place a small stream on the table.

Large Park, Countryside - The table is mostly open fields with 2-3 small-medium clumps of trees. There can also be 2-3 small wooden buildings or hills.

Small Park - The park is a 24" x 24" area in the center of the table. Surrounding the park is a 12" wide band of light ruins and rubble. The center of the park has 1-2 small clumps of trees. Around the park is a road.

Light Ruins - This is an area of town where the building density was low. As a result the buildings may be destroyed but the roads are clear. All road modifiers apply. The buildings are spaced several inches apart on the table with open ground separating. Any building that is only a single level will provide +5 cover. Areas of rubble are +4.

Heavy Ruins - This was an area of the city that was heavily developed. The buildings were tall and close together. This is the center of the city. The entire tabletop is considered to be rubble. The roads are choked with rubble and offer no movement benefits. All stone buildings are +7 if they are multiple levels or have a roof. Buildings that do not have a roof are +5 cover.

Factory Complex - These are the main areas of fighting. Both sides have fought hard to capture these factory complexes. On the table the center should be one large building with several smaller buildings surrounding it. All rules for Heavy Ruins apply. Factories change hands several timers during the course of a week or even a day. As a result the area is littered with mines, traps and unexploded weapons. Whenever a unit moves on the table roll a d20. On a result of 19-20 a member of the unit has set off a trap, landmine or unexploded weapon. Randomly determine who set off the weapon, include HW, LW and members that did not move in the roll. Treat as a landmine as per the rules.

Scenarios
 
Dice Roll
Scenario
1-3
Friendly Lines
4-5
Lost Sheep
6-7
What Are They up Too
8-9
Security Detail
10-11
Hamburger Building
12-14
The Head Hunters
15-16
Force Recon
17-18
Breakthrough
19-20
Armored Clash

Friendly Lines

Setting - Players roll on the terrain table.

Turn Limit - 7 turns

Additional Forces - None available

Avenue of Escape - Attacker has no avenue of escape. The defender must roll 1-12 on a d20.

Set up - The attacker must setup within 16" of their table edge. The defender sets up no closer than the center of the table.

Victory Conditions - The attacker must exit 50% of his forces of the opposite table edge by the end of turn 7. Defender wins if the attacker is prevented from meeting the victory conditions.

Victory Points - Defender gets 25 points for preventing any attackers from exiting the board. Attacker gets 25 points for exiting 50% or more of his unit off the table before the end of the game. In addition the attacker gets 3 points for every soldier beyond 50% that exits.

Attacker Brief - Your unit has been cut-off behind enemy lines. You have been ordered to attack in the direction of friendly lines in attempt to breakout.

Defender Brief - An enemy unit has been encircled and it will be destroyed. Your unit must prevent the enemy from escaping destruction.

Special Rules - The attacker gets the first card. The defender does not place their forces on the table, instead create a marker for each unit and a decoy marker for each unit. Place the markers on the table as if they were units. The attacker must spot these markers to determine if it is a decoy or a unit. Each marker gets a card and activates separately. After the unit is spotted remove the marker and place the unit on the table centered over the marker. The length of the unit cannot exceed the command distance of the unit leader. If the unit is a decoy remove the marker and the card. The unit markers move and fight as units, decoy markers only move.

Lost Sheep

Setting - Roll on the terrain table.

Turn Limit - 6 turns

Additional units - None available

Set up - Defender sets the tank in the center of the table facing the friendly table edge. The rest of the defender's forces are placed within 8" of their edge. The attacker sets up 4" from their edge.

Avenue of Escape - Both attacker and defender must roll 1-15 on a d20.

Victory Conditions - Attacker must prevent the tank from being repaired in the turn limit. The defender must repair the tank and return the crew to the tank before the turn limit expires.

Victory Points - Attacker gets 30 points for preventing the tank from being repaired. Defender gets 30 points for a successful defense of the tank. The defender may choose to take the tank for the next game rather than the victory points.

Attacker Brief - The enemy's tanks have been driven off. A single enemy tank has broken down in front of your lines. They must not be allowed to repair the tank.

Defender Brief - A friendly tank has broken down after returning from an attack. Your unit must provide cover unit it can be repaired.

Special Rules - The tank has no ammo for any of its weapons. The crew will not participate in the fighting but they are subject to all normal morale checks. They may be directly attacked. The tank is subject to the dead track rule. Randomly determine which track is damaged. Only three crew members may work on the tank at one time. The tank has 10 man actions to repair. Each crewmember will need to make a skill check before they may spend an action to repair the tank. The tank is unbuttoned.

If the attacker closes to close assault with the tank the game is over. If the turn limit expires without the tank being repaired and the crew remounting the attacker wins. It the tank is repaired and the crew remounts the defender wins.

What Are They up Too?

Setting - Players roll on the terrain table.

Turn Limit - 5 turns

Additional units - None available

Set up - The defender must set up in an 18" square in the center of the table. The attacker can set up anywhere on the table no closer than 12" from a defender.

Avenue of Escape - The attacker must roll 1-15 on a d20. The defender has no avenue of escape.

Victory Conditions - The attacker must capture an enemy soldier before the end of the turn limit.

Victory Points - The Defender gets 25 points for preventing the Attacker from meeting his victory conditions. Attacker gets 30 points for capturing an enemy soldier.

Attacker Brief - Your unit has been involved in the encirclement of an enemy unit. The enemy is determined to hold out. You have been ordered to capture an enemy soldier for interrogation.

Defender Brief - Your unit has captured its objective but it is now cut off. You have been ordered to hold out until relieved.

Special Rules - All units have been spotted. The defender cannot move more than 12" from the center of the table.

Security Detail

Setting - Players roll on the terrain table. At the center of the table, 4" from the defender's table edge, is a large building which is the defender's HQ.

Turn Limit - 7 turns

Additional Units - None available

Set up - The defender sets up no more than 12" in front of the HQ. The attacker sets up 8" from their table edge.

Avenue of Escape - 1-10 d20 for the defender and 1-15 d20 for the attacker

Victory Conditions - The attacker must get a direct hit on the defender's HQ. The defender must prevent the attacker from destroying the HQ.

Victory Points - The Attacker gets 30 points for a direct hit on the HQ. The Defender gets 30 points for a successful defense.

Attacker Brief - The enemy has set up a command post near your position. You have been ordered to spot for an artillery fire mission to destroy the HQ.

Defender Brief - Your unit has been withdrawn from the front to rest. You have been assigned to the security detail for the Company HQ. Your mission is to destroy or drive off any hostiles.

Special Rules - The attacker has 3 fire missions of 3 tubes of heavy mortar. The attacker must score 1 "A" ring hit inside the defender's HQ. The contact number is 12 and the availability is 15.

Hamburger Building

Setting - Roll for terrain. Place a building in the center of the table to be the objective for the scenario.

Turn Limit - 8 turns (the game ends on turn 5 if no one controls the building)

Additional Forces - None

Avenue of Escape - 1-10 d20 for both

Set up - Each player sets up 8" from the table edge opposite the opposing player.

Victory Conditions - One player must capture the building with at least 1/2 a squad (5 troops) and hold it for 3 consecutive turns. The building is considered held if no enemy soldiers remain in the building for 1 complete turn.

Victory Points - Winner gets 25 points for holding the building.

Attacker/Defender Brief - You have been ordered to capture a strategically important building.

Special Rules - Once a player has held the building for 3 consecutive turns the game ends. If after 5 turns no one is in control of the building the game ends as a draw.

The Head Hunters

Setting - Roll for terrain.

Turn Limit - 6 turns

Avenue of Escape - Defender has no avenue of escape. Attacker must roll 1-15 d 20.

Set up - The attacker sets up 6" from the center of the table. Defender sets up 6" from the center of the table. The escort team sets up on the left/right edge of the table 12" from the defender's edge.

Victory Conditions - The attacker must KIA, GD or HW the enemy's Company Commander. The defender must protect the CO until the end of the game.

Victory Points - Defender gets 25 points for defending the CO. The Attacker gets 35 point for a HW or a KIA on the CO. Attacker gets 40 points for a Gory Death on the CO.

Attacker Brief - Your unit has received word that a hated enemy commander will passing near your position. Rumor has it that this commander has been ordering prisoners killed. This guy mist die.

Defender Brief - Your company commander is going to be passing through your position and your unit has been ordered provide security while he is in the area.

Special Rules - The defender chooses which table edge the CO enters from. The defender must supply an escort of 3-5 troops. This unit will have its own activation. The CO has no leadership bonus and will not participate in the fighting unless engaged in HtoH. The CO will move every action in a strait line towards the opposite table edge. He will only deviate if the terrain requires.

Force Recon

Setting - Roll for terrain.

Turn Limit - 5 turns

Additional Units - none

Set up - The defender sets up no closer than 12" from the either table edge. The defender has 3 obstacles/fortifications to place anywhere on the board in his controlled area. The defender makes 3 roles on the table below:

Dice Roll
Obstacles/Fortifications
1
1 6"x6" tricky minefield
2-5
Group of 3 2-man Fox Holes (grouped within 3")
6-7
Group of 2, 2" Trenches
8-14
1 Sandbag Emplacement
15-17
1 Pill Box (can hold HMG Team)
18-19
1 Large Roadblock
20
3 groups of Wire

A marker and a decoy will represent these objects. The defender's units are also represented by a marker and a decoy. The attacker starts off the table.

Avenue of Escape - The defender has no Avenue of Escape. The Attacker must role 1-15 on a d20.

Victory Conditions - The attacker must spot all of the defender's units and 2 out of 3 of the defenses. Then exit the table. The defender must drive the attacker off before he can achieve his objectives.

Victory Points - Attacker gets 25 points for a victory. The Defender gets 30 points for preventing an Attacker victory.

Attacker Brief - Your unit has been ordered to perform a recon of a strong enemy position prior to an assault. You must spot the enemy units and strong points and then report back.

Defender Brief - Your unit has been positioned in a vital area with strong defensive emplacements. You must defend against any hostile units.

Special Rules - The defender may occupy the emplacements. Infantry can only spot a minefield if it is entered. Engineers may attempt to spot at 2".

Breakthrough

Setting - Roll for terrain.

Turn Limit - 5 turns

Additional Units - Attacker has 1 medium tank (Soviet t-34 or German StuG IIIF, Pz IIIL, Pz IV F1). Defender has 1 ATG Team (Soviet 76.2mm P obr. 39, German 7.5cm PaK 40).

Set Up - Defender sets up 10" from his own table edge. All of the defenders units may start out as concealed and decoys may be used. Attacker starts off the table.

Avenue of Escape - Defender has no Avenue of Escape and the attacker must roll 1-10 on a d20.

Victory Conditions - The attacker must exit his tank off the defender's table edge before the end of the game. Defender must destroy the tank.

Victory Points - Winner is awarded 40 points. The winner may choose to keep either the tank or the gun for one game rather than the Victory Points.

Attacker Brief - Your unit has been ordered to provide support for an armored attack on an enemy position.

Defender Brief - Your unit has been order to provide support for an anti-tank gun on a defensive line.

Special Rules - Both the tank and the anti-tank gun have HE and AP ammunition.

Armored Clash

Setting - Roll for terrain.

Turn Limit - 6 turns

Additional Units - Attacker and defender each has 1 medium tank (Soviet t-34 or German StuG IIIF, Pz IIIL, Pz IV F1).

Set Up - Both the attacker and defender start off the table.

Avenue of Escape - Defender and attacker must roll 1-10 on a d20.

Victory Conditions - The winner is the player that has driven his opponent off the table.

Victory Points - Winner awarded 40 points. The winner may choose to keep the tank for one game rather than the Victory Points

Attacker Brief - Your unit has been ordered to provide support for an armored attack to capture an important position.

Defender Brief - Your unit has been ordered to provide support for an armored attack to capture an important position.

Special Rules - Both tanks have HE and AP ammunition.

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