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Leine River Bridge: It is not necessary to model the Leine River Bridge in this
scenario but you can if you want to! The bridge is the only way Soviet vehicles can
get from one table to the other.
To cross the bridge a vehicle must be travelling with enough speed to exit the table
edge off a bridge ramp. Next turn the vehicle becomes available as a reinforcement,
entering the table on the opposite bridge ramp at patrol speed.
Unless mounted on or in a vehicle, it is not possible for infantry to cross the bridge
during the game.
The bridge cannot be targeted. VDV Engineers working on the bridge cannot be
targeted. Vehicles crossing the bridge cannot be targeted once they are beyond the
ramps.
Dropping the Bridge: Soviet VDV Engineers are on the bridge at the beginning of the
game, preparing the bridge for destruction if necessary. It will take the VDV
Engineers 7 turns to successfully wire up the bridge for destruction. If a NATO
vehicle arrives on the bridge before the end of Turn 7 they will interrupt the work of
the VDV Engineers and the bridge cannot be dropped.
From Turn 8 onwards, upon activation of the Soviet Battalion Commander, he may
order the bridge dropped.
On-Board Artillery: The Soviet VDV have two 82mm Mortar teams in their force.
They are deployed on the Eastern Table where indicated. Together they count as
Heavy Mortar Support. If one is destroyed the remaining weapon counts as Light
Mortar Support. Each turn, one Soviet unit may attempt to call down a salvo on a
designated target as spotter is on the same table as the proposed target using the
Calling for Fire Mission Rules. The Soviets have reliable communications. The
outcome of the salvo is determined using the Resolving a Fire Mission rules.
The British Territorials have a L9A1 51mm Mortar in their force. This counts as Light
Mortar Support. Each turn they are on the board, one British Territorial unit may
attempt to call down a salvo on a designated target as spotter is on the same table
as the proposed target using the Calling for Fire Mission Rules. The British
Territorials have reliable communications. The outcome of the salvo is determined
using the Resolving a Fire Mission rules.
The mortar teams may be shot at using the Firing at Guns rules.
Fog of War: Each player draws one Fog of War card at the beginning of turn 1.
Further Fog of War cards are triggered by Reaction Tests
SCENARIO DIAGRAM
Two 3 x 2 (90mm x 60mm) tables for 15mm or smaller
Two 5 x 4 (1.8m x 1.2m) tables for 20mm or larger
The tables, except where otherwise indicated should be considered to be open
agricultural terrain.
WESTERN TABLE
(Mainly rural)
Fight
If the crew decide to fight, the vehicle remains immobilised but can continue to fight
as per normal.
Fight and Remobilise
If the crew decide to fight and remobilise, the vehicle can continue to fight, but the
Firepower for all the vehicles weapons are cut in half. Upon activation in the next
turn the vehicle can repeat the Troop Quality Test.
Remobilise
If the crew decides to remobilise the vehicle may not fight for the remainder of the
turn, but upon activation in the next turn may automatically move away at Patrol
Speed.
Small Road Tunnel: A single large armoured vehicle may pass through the Small
Road Tunnel one at a time.
Old Farm: The Old Farm counts as a Shoddy Average building that has not been
fortified.
Modern Farm: The Modern Farm counts as a Decent Reinforced building that has
been fortified by VDV troops.
EASTERN TABLE
(Mainly Village of Poppenburg)
VDV MISSION
Soviet air assault forces have landed deep in NORTHAGs rear and seized a critical
bridge across the Leine River near the village of Poppenburg. The paratroopers
have beaten off the West German Territorials that were defending the bridge and
now control both ends of the span and have secured much of the village.
It is now time to dig in and await the arrival of the forward units of the OMG. But this
will not be a peaceful wait as you can expect NATO to throw any and all available
forces at your little bridgehead. You must defend the bridge until advancing Soviet
tanks relieve you, but if it looks like the Capitalists are about to recapture it your
engineers must drop the bridge into the river.
VDV ASSET CARDS
Fast Air (non dedicated air) MiG-27 Flogger D with two 500lb LGB and two rocket
pods.
Gunship (dedicated air) Mil 24 Hind E with 4 rocket pods and 4 AT-2c Swatter
ATGM
Roadblock. Eastern table only. The Soviet Player may place a Road Block on
any road in the Village of Poppenburg or near the Row Houses at the beginning
of Turn 1. Wheeled vehicles may not pass through the roadblock. Tracked
vehicles may attempt to roll over it, but must roll a Troop Quality Test to avoid a
Mobility Hit.
VICTORY POINTS
Each NATO soldier KIA/WIA: +2 points
Each NATO Soft Skin destroyed: + 5 points
Each NATO Armoured Vehicle Destroyed: + 10 points
Each NATO aircraft shot down: + 10 points
Bridge Dropped: + 5 points
Successfully Defended Bridge throughout Game: +20 points
VDV FORCES
VDV AIR ASSAULT INFANTRY BATTALION
Confident, with Normal Supply levels, TQ d8, Morale d10. All VDV paratroopers
have night vision equipment.
Command Group: 1 x BMD-U Airborne Command Vehicle Battalion Commander
POSITIVE LEADER (AKS), Radio Operator (AKS), Medic (AKS), VDV Protection
Detail (2xAKM, 1xUGL, 1xRPK).
The Battalion Commander, the medic and the Force Protection Detail start the game
set in or within 2 of any one building in the Village of Poppenburg. They may be in
pre-prepared fighting positions and hidden if they wish. The BMD-U is crewed and
parked within 6 of the selected building.
Houses.
Remnant VDV Air Assault Infantry Company
Commander (AKS), Radio Operator (AKS)
2 Infantry Squads each with Squad Commander (AKS), Fire Team (3 AKM), MG
Team (PKM and AKS). The fire team may fire 1 RPG-18 rocket each turn.
2 Infantry Squads each with Squad Commander (AKS), Fire Team (3 AKM), RPG
Team (RPG-16 and AKM). The fire team may fire 1 RPG-18 rocket each turn.
This Remnant VDV Company is deployed around the intersection and in the building
closest to the end of the Bridge Ramp. They may be in or within 2 of the building
and in pre-prepared fighting positions and hidden if they wish.
VDV Mortar Platoon
2 x M-43 82mm Mortar Teams each a weapons team.
1 x UAZ-469
The Mortar Platoon starts the game set up in gun pits as indicated on the map.
NATO MISSION
Soviet air assault forces have landed deep in NORTHAGs rear and seized a critical
bridge across the Leine River near village of Poppenburg. The paratroopers have
beaten off the West German Territorials that were defending the bridge and now
control both ends of the span and are pushing into the village.
On either side of the river available NATO combat units are rushing to crush the
bridgehead before it can be reinforced by air or the advancing Soviet tanks or the
VDV engineers can rig it up for destruction. You must recapture the bridge and
destroy the Soviet airborne troops in detail.
NATO ASSET CARDS
Fast Air (dedicated air) - Alpha Jet A with two 500lb LGB and two rocket pods.
VICTORY POINTS
Each VDV soldier KIA/WIA: +1 point
Each VDV soldier captured: +2 points
Each Soviet Armoured Vehicle Destroyed: +5 points
Each Soviet aircraft shot down: + 10 points
Successfully Captured Bridge before Turn 7: +30 points
Successfully Captured Bridge during or after Turn 7: +20 points
NATO FORCES
Western Table
WEST GERMAN TERRITORIAL ARMY
Heimatschutz Jager Company
Confident, with Poor Supply levels, TQ d6, Morale d8.
Territorials do not have night vision equipment.
Commander (G3), Medic (Uzi)
2 Jager Squads Squad Commander (G3) Fire Team (3 G3 and MG3 LMG) AT
Team (3 G3 and PzF44)
Medium AT Team (Carl Gustav & Uzi and G3)
The West German Territorial Force begin the game deployed anywhere on the
Western side of the Railway Embankment.
BRITISH ARMY ON THE RHINE (BAOR)
Medium Reconnaissance Squadron
Confident, with Normal Supply levels, TQ d8, Morale d8
All BAOR troops have night vision equipment.
1 x CVR(T) Sultan Command Vehicle Commander (FN SLR), AA Team (Sterling
SMG & Blowpipe and SLR)
1 x Land Rover CAC (Sterling SMG), Medic (Sterling SMG)
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NB. If Milan ATGM is dismounted from the Marder 1A3 the Fire Team is split into 2
as follows: AT Team (G3 & Milan ATGM and G3) and Fire Team (2xG3 and MG3
LMG).
The Bundeswehr Panzer Grenadier Company enters the table at the beginning of
Turn 1 from a random direction. Roll a D6. On a roll of 1-2 they arrive along
Poppenburger Str. On a 3-4 they arrive along the Reichstrasse, on a 5 they arrive
anywhere on the Northern table edge and on a 6 they arrive anywhere on the
Southern table edge.
Panzer Recce Troop
2 x Leopard 1A4
Panzer FlaK Element
1 x Gepard
At the beginning of each turn roll a D6 to determine if the Bundeswehr Panzer Recce
Troop and FlaK Element arrives on the table. They arrive together. In Turn 1 roll a 6
on D6 to receive the reinforcements. On Turn 2 roll a 5 or 6 on a D6 to receive the
reinforcements. To Turn 3 roll 4,5 or 6 to receive reinforcements etc.
The Bundeswehr Panzer Recce Troop and FlaK Element enter the table from a
random direction. Roll a D6. On a roll of 1-2 they arrive along Poppenburger Str.
On a 3-4 they arrive along the Reichstrasse, on a 5 they arrive anywhere on the
Northern table edge and on a 6 they arrive anywhere on the Southern table edge.
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