A RACE FOR VICTORY • At the start of any turn roll 1D6 for each formation or helicopter regiments In a sudden blitz attack a detachment of the so far not having entered on the map. 2nd Soviet Airborne Division manages to occupy Dattenberg, thus establishing a first • For each "6" rolled, the formation or bridgehead on the west bank of the Rhine. helicopter regiment rolled for will Completely caught by surprise, no NATO become available for the Soviet player. forces are immediately available to counter Determine formations randomly. this deadly threat. Whatever units can be • All Soviet regiments start at full found are thrown into this sector to strength. Available reinforcements eliminate the bridgehead. enter the map via eastern border. But the Soviets are surprised, too. What • Roll 1D6 per Soviet formation entering started as not much more than a commando the map. The result is the number of raid now offers the best chance to decide HE/Smoke mission(s) (player's choice) the whole war already in the initial stages. attached to this formation. So all available Soviet formations race towards the so far completely unknown NATO village of Dattenberg. Pre-game adjustments: A Race for Victory starts! • Place all NATO formations and helicopter units near the western map AVAILABLE FORMATIONS border. All Soviet and Nato formations and units • Divide all availabe support weapons of the following World of War games are freely between all formations. used: • Before gameplay starts divide the map The Eisenbach Gap, Death of First Panzer, into three sectors: German, British and Blood and Bridges. US. Predetermine which roads leading to SOVIETS the western map edge may be used by Pre-game adjustments: which nationality! • Place all Soviet formations and (For example German units are helicopter regiments near the eastern responsible for Wertheim sector, map border. British units take over Überdorf and US troops are responsible for Rahms • Divide all availabe support weapons area). freely between all formations. • NATO units of different nationalities Set up first as follows: may operate aside, but may not occupy • 2nd Airborne in any hexes in or up to the same hex. two adjacent to Dattenberg. Set up second as follows: • No NATO setup on the map. Reinforcements: • Soviet Minor Victory: hold at least one • At the start of any turn roll 1D6 for bridgehead on the Rhine's west bank. each formation or helicopter unit so far Bridgehead must either be five hexes not having entered on the map. deep or include all hexes of Dattenberg. • For each "6" rolled, the formation or helicopter unit rolled for will become • Soviet Major Victory: clean Rhine's available for the NATO player. east bank and take at least two villages Determine formations randomly. west of the Rhine. • All NATO units start at full strength. • Soviet Decisive Victory: take at least Available reinforcements enter the map three villages on the Rhine's west bank via western border. and exit one Soviet formation on the map's western edge. • Roll ½D6 (round down fractions) per NATO formation entering the map. The result is the number of HE/Smoke SPECIAL SCENARIO RULES mission(s) (player's choice) attached to The sheer size of this scenario makes it this formation. necessary to change some of the basic rules in order to keep gameplay as smooth PLAYABLE AREA as used. • Blood and Bridges Map. End Turn Chits Chits • Use all six End Turn Chits. • Both Chaos chits and all six End Turn • Each time an End Turn Chit is drawn Chits (see below) are used. (the first is "free") roll 1D6: if the result is less than the number of chits • Chaos chits are never removed from drawn so far, the turn immediately play, but are advanced one turn on the ends. turn track if an event on the Battlefield Chaos Table calls for removing it. • Otherwise the turn ends if all six chits are drawn or if there are no more formation chits in the cup. TURNS • Unlimited. Play continues until either Weather: victory conditions (see below) apply or both players agree to stop playing. Weather effects are no longer permanent! • Each time a weather event is rolled for on the Battlefield Chaos Table, VICTORY CONDITIONS determine the weather effect as usual. • Nato Decisive Victory: take all the • Then roll 1D6: the result is the number map's villages. Surviving Soviet units of turns this weather effect will last. must stay east of the line Faulbach – Bendorf. • If the same weather effect is rolled again, further advance the weather • Nato Major Victory: clean the Rhine's marker on the turn track for the number west bank and hold at least one of turns rolled this time. bridgehead. Bridgehead must be five hex deep minimum. • Rain and Fog may occur both in the same game turns! If both occur, their • Nato Minor Victory: clean the Rhine's effects are cumulative. west bank and eliminate all Soviet bridgeheads. • Effects of Fog: no airstrikes may be flown, Helicopters are grounded. • Effects of Rain: helicopters and air- undamaged planes, 1D6 for damaged strikes both add one to their "to-hit- planes and 2D6 for shot down planes. number". • Aircraft may attack helicopters only with their HE rating. Designated Formation Chits (Soviet): • Use both chits. Designated Formation Helicopters: Chits may be used more than once • Mark each AP attack a helicopter during a turn (see below for details). conducts. • Chits may be used to any activate (Small D6 will do a good job here – Soviet ground formation(s) (only, no best put the helicopter counter on the helicopters) more than once. D6, this gives some FoW (due to the • Each time a Soviet ground formation is number of attacks obscured) and looks activated, roll 1D6. If the result is less like the helicopter is already hovering than the number this formation was over the battlefield). already activated during the current • Only AP attacks must be marked, not turn and if the chit used to activate the HE attacks. formation is a Designated Formation • Roll 1D6 for each AP attack Chit, then the activation is aborted and conducted. If the DR is less than the the chit will not be returned into the number of AP attacks already cup. Nonetheless increase the number conducted, the Helicopter is withdrawn of activations for this formation by one. from the battlefield and may return • If the activation was successful, return during the next turn via "it's" respective the Designated Formation Chit back map edge (eastern for Soviet, western into the cup. for NATO). • A formation's own activation chit • Roll 1D6 for each damaged or shot increases the formation's number of down helicopter. A damaged helicopter activations by one, but is never is put ahead on the turn track ½D6 checked with a DR as above. turns (round up fractions), a shot down helicopter is put ahead 1D6 turns. Airstrikes: • If all helicopters of a certain formation are currently not available, also place Due to the size of this scenario, a greater their respective activation chits onto number of planes is involved in this the first turn one of the formation's scenario. To reflect this with the available helicopters becomes available again. counters, the way airstrikes are handled is slightly changed. • Helicopters may fight each other only with their HE rating. • Soviets planes not being shot down or damaged during their airstrike will get their chit returned back into the cup Special Missions: immediately. This scenario does not use any Special For each damaged or shot down Soviet Events. aircraft, the aircraft's chit is put ahead Instead, each time a Chaos Chit calls for a on the turn track for ½D6 (round down DR on the Battlefield Chaos Table, any fractions) respectively 1D6 turns. DRs calling for a Special Event result in • For each NATO airstrike, the NATO two DRs: player rolls 1D6 or 2D6. Put the • First roll 1D6 for the side: Even means airstrike chit ahead on the turn track NATO, odd Soviets. ½D6 (round down fractions) for • Second roll 2D6 on the Support • Roll 1D6 for small bridges and 2D6 for Mission column and apply the result Rhine bridges. If the DR is less than immediately. the number of hits scored against the • Any "Airstrike" results are ignored if bridge, the bridge collapes. the weather condition is currently • Mark damaged bridges with the "Fog". number of hits it already suffered. Additional airstrikes may score additional damage. OPTIONAL RULE CHANGES The following rule changes are optional, but recommended. DESIGN NOTES Beware of this monster! Don't expect inevitable play balance, but be assured that Infantry: chaos will reign! • Infantry may only be attacked with HE Two very dissimilar opponents will meet firepower. here. The many Nato formations with their Rationale: otherwise Infantry is much double activation chits will dominate too easy to kill in many cases. While gameplay, if … well, if they manage to the grenadiers surely have a hard enter the map in time and if their chits are stand on the battlefield, infantry drawn. nonetheless has much more options to hide on the battlefield than for example On the other side the Soviet formations are vehicles. I felt this change a necessary sluggish and slow in manouver, unless … one. well, that's where their secret weapon comes into play: the Designated Formation Chits! Artilley: Suddenly a Soviet formation manages to • Only HE and Smoke Support Missions speed over the map with lightning speed or are handled by Formation HQs. All will repeadedly activate! Still the Nato other Support Missions are handled by forces will have an edge in activations, but "off board" supreme HQ. no longer they can be sure that once a • Artillery missions so far not used by Soviet formation is activated it will no "killed" HQs are returned to off board longer be able to (re)act in the current turn. Supreme HQ. No longer they can afford to move close • At the beginning of each turn, players and then start punishing those Soviets! may (no must!) roll 2D6 for each With all those formations on the map the formation (they want) to possibly overall situation now easily becomes assign a Support Mission to it. complex and confusing, but also highly • If the DR is less than the HQs Morale, rewarding. The replay worth is very high, assign one Support Mission to it. as no two games will ever be the same! But Substract one from DR for reduced be warned, playing time increases HQs. considerably! • Both sides' (Nato and Soviets) formations may fire only one Support Nato Player Notes Mission per activation. Your main strength is the number of formations you (may) have available, each of which has two activation chits. This Bridges: gives you a certain flexibility. • Briges may be attacked by airstrikes. But the need to divide the battlefield into • Use the plane's HE firepower to attack three sectors means that you will be bridges. dependent on those formations actually arriving! So you will be fully dependent on enable you to speed your formations your luck. towards the Rhine. Additionally, with the three different In most cases these chits will be nations under your command not being desperately needed to overcome your allowed to operate together (only aside), greatest disadvantages: first, the enormous any attempts to concentrate forces against distance to bring your formations in time a target may become a nightmare. from the eastern map edge to the Rhine, At least your primary goal sounds quite where the battle most likely will be fought easy: secure the Rhine's west bank. How and where your 2nd Airborne already fights successful you will be in crushing the for sheer survival. And second, the lower Soviet forces and securing the whole map number of formations you can activate. area will mainly be dependent on how fast Use your helicopters well! With two both sides will be able to bring in their activation chits for each regiment they are reinforcements. your strongest battlefield weapon, Beware of Soviet airstrikes and helicopter especially against those nasty NATO attacks and don't unneccesarily risk your tanks. However, steady returns to replenish precious tank units in overeagerly "shoot ammunion will cause them to be outs" with your Soviet counterparts! Let withdrawn quite often and the need to the Soviets come to you. constantly hover back to the front means a Your main task during the opening turns is loss of precious time. to eliminate this Soviet bridgehead. If you You have a greater number of troops – see a chance to eliminate a remote Soviet tanks, infantry and vehicles. But usually formation, go for it! Otherwise remember your material is of inferior quality, so don't that you're on the defense. risk it carelessly! Try to isolate and kill single enemy formations, if only for reducing the number Soviet Player Notes of enemy formation chits. Your strongest assets are your Designated The need to rush westward is not easily Formation Chits, your helicopters and … combined with the necessary caution in luck (to get the former two availabe as order to avoide traps. often as possible)! Overall, playing the Soviet side is the All three are fragile assets, but wisely used greater challenge. Are you ready for it? your Designated Formation Chits may