BATTLEFRONT - PANZER BATTLES SCENARIOS
Strategic Studies Group (SSG)

1. GETTING THE GAME TO RUN
(a).  System  Requirements. This  program  requires  an  IBM
PC/XT/AT  or PS/2, a Tandy or other IBM compatible computer,
with  512K  of  memory. The program supports  the  following
graphics cards - EGA, CGA, MCGA, VGA, Hercules and uses  the
16  colour version of Tandy CGA. The program disk  does  not
include DOS and requires IBM/MS-DOS Version 2.1 or higher to
run.

(b).  3.5"  Disk  Offer. If you need  3.5"  disks  for  your
system,  please return the 5.25" disks to us  together  with
$5.00  plus  $2.50 for postage and packing.  North  American
users  should  send their disks to our US  Office,  everyone
else should use our Australian Office.

(c). System Set Up. The Set-Up menu allows you access to the
user options in the game. It is not necessary to worry about
it  while  you're learning the game. Use the arrow  keys  to
locate the <SET UP> line and type (RET).
Choosing  <EDIT> will allow you to customise  four  options.
Use the arrow keys to cycle through the options.
(i). Scrolling. The settings are 0-6. 0 = no scrolling;  1-6
= scrolling speed where 1 is slow and 6 is fast. The default
setting  is  3.  CGA users have only one  scroll  speed  (it
doesn't  matter  which setting you choose).  Type  (RET)  to
cycle  through the speed settings when the <SCROLLING>  line
is high-lighted. Type (ESC/DEL) to recover the menu window.
(ii). DEL = ESC. The default settings in the game allow  the
DEL  key to substitute for the ESC key. If you dislike  this
option, type (RET) to disable it.
(iii). Sound. This toggles the sound effects in the game  to
`on' or `off'.
(iv).   Auto-Save.  Setting  this  option   to   `on'   will
automatically save the game as soon as <RUN 5> is  selected.
Only  one file is maintained and it is overwritten each turn
keeping  the  last turn always available. This file  can  be
loaded  using  the  <LOAD AUTO> command  in  the  Save  Game
Utility.
Choosing <SAVE> will save your choices to disk in a  special
file.
Choosing  <LOAD>  will load the current  options  from  that
file, if it exists.
The  <PATH> command sets the DOS path for all DOS operations
like  loading  and  saving files. It  is  restricted  to  26
characters in length. When specifying drive names  you  must
include the colon (:) as part of the path.
(f).  Video Trouble Shooting. EGA and VGA systems will start
up  with  our  "full-map"  graphic routines.  Other  graphic
boards use our standard graphic routines. The program  makes
its best guess at your computer's video mode and should run.
In the unlikely event that the program gets it wrong you can
use  a  command  line switch to force the program  into  the
appropriate    video    mode.   This    takes    the    form
(pz)(space)(n)(RET) where n is a single character c = CGA, e
=  EGA, t = Tandy, m = MCGA, h = Hercules, v = VGA and  f  =
switch  off  "full-map" graphics. The  only  reason  EGA/VGA
users  would  have  to switch off "full-map"  graphics  (and
instead  use  standard  graphics) is for  rapid  testing  of
original  scenarios or the initial creation of  an  original
game  map as described in the WarPaint™ chapter of the  Game
Manual.
(d).  DOS Details. In the real world of DOS, save game files
are  maintained  with the name BF_nnn.BTG  where  nnn  is  a
number between 001 and 050. Scenario files have the scenario
name  followed  by  a .BTS suffix. You can  use  normal  DOS
commands  to  delete or copy these files if  necessary,  but
since  you  save  over  existing  files  it  should  not  be
necessary  to  use  DOS often. In addition,  the  "full-map"
graphic routines use an additional file with the same prefix
as the game file and a .LBM suffix. Again, see the WarPaint™
chapter in the Game Manual.


2. LEARNING TO PLAY THE GAME
By  the beginning of December, 1941, most of the German Army
Group  Centre was poised within reach of the Soviet capital,
Moscow.  Autumn  mud, and now winter snow, had  reduced  the
German  advance to a crawl and wreaked havoc with the supply
network. Cold, tired and hungry, the German troops were ripe
pickings  for  a  Soviet  offensive.  And,  unbeknownst   to
Germany,  just  such  a force had been carefully  built  up,
mostly  from experienced troops recently withdrawn from  the
Far East. Part of this force was the Soviet 20th Army, under
the command of General Vlasov.
On  December  4th, they struck at exposed  elements  of  4th
Panzer Armee, some 40 km north-west of Moscow. It is at this
point  that the tutorial starts. You will assume command  of
Vlasov's troops and lead them to glory! Moscow is the second
scenario  in this booklet. Examine the situation  map  which
accompanies the historical notes. You'll need to refer to it
while you play through the tutorial.
(a). Starting Up. Start up your computer using the procedure
given  in  the  preceding chapter. Menu A  (Start  Up  Menu)
appears to the right of the title page. As is the case  with
every  menu  in the game, you use the arrow keys  to  locate
your choice from the menu and then type (RET) to select  it.
IBM users may alternatively use a function key to locate and
select a menu item. The <SET-UP> line in Menu A is the third
line in the menu; therefore f3 will select it. Similarly, f4
will select the <GOTO DOS> line.
If  you select the wrong menu, don't worry. Apple II and IBM
users  type  (ESC) to go back to the previous menu;  C64/128
users  type (f1). IBM and Apple II users note that the (DEL)
key will also serve as an (ESC) key in most situations.
(b).  Selecting  the Moscow Scenario. Before  we  can  start
play,  we  have  to  select the Moscow  scenario,  tell  the
computer  that we will control the Allied forces and  decide
whether we wish to use a handicap.
Use  either  arrow key to locate the <GAME>  line  and  type
(RET) to go to Menu B (Location Select). At this point,  IBM
owners using 5.25" floppy disks should remove Disk One  from
the drive and replace it with Disk Two. Apple II owners with
one disk drive should remove the game disk, turn it over and
put it back in the drive.
Use  an  arrow  key to locate the <SCENARIO> line  and  type
(RET) to go to Menu C (Scenario Menu).
Use  an arrow key to locate the <Moscow> line and type (RET)
to go to Menu E (Edit Utility). The scenario briefing screen
is  displayed to the left of the menu window. IBM users must
select  the  <LOAD GAME> line and then position  the  cursor
over the <Moscow> line and type (RET).
Use an arrow key to locate the <EDIT> line and type (RET) to
go to Menu N (Enhanced Opponent). We must now decide whether
to  play  an enhanced computer opponent. Since we  are  just
starting  out, this probably isn't a good idea.  Locate  the
<NORMAL>  line  and  type (RET) to go to  Menu  F  (Handicap
Utility).  Since  this  is only a  tutorial,  we  will  give
ourselves a break. The handicaps below the <NO EFFECT>  line
benefit the Allies, those above benefit the Axis.
Use  an arrow key to locate the <MAJOR> Allied line and type
(RET)  to  go to Menu G (Player Select). Locate the <ALLIED>
line (Apple II and C-64) or the <RUSSIA> line (IBM) and type
(RET).  The cursor has been thrown into the briefing  screen
and  you  have  the  opportunity to change  the  commanders'
names.  Do this if you wish, otherwise type (RET) until  you
get back to Menu E (Edit Utility).
Have  a last look at the briefing screen and you'll see  the
Soviet  Union  has  a major handicap advantage,  the  German
forces  will  be run by the computer and the Russian  forces
will be run by human hands.
Use  an arrow key to locate the <START> line and type  (RET)
to go to Menu H (Game Master).
That's  the preliminaries over with. We're just about  ready
to play.
Turn your menu card over to the game side.
(c). The First Turn. Back to Menu H. A current turn briefing
appears to the left of the menu window. This scenario starts
on  the  am.  turn and it is turn 1 of 15. Subsequent  lines
tell  you  the  time  of day and the date,  the  atmospheric
weather and the expected weather forecast. The weather looks
dreadful! IBM users should note that the <AXIS> and <ALLIES>
lines have been replaced with <GERMANY> and <RUSSIA>.
The  <AXIS>  and  <RUN  5>  lines  in  the  menu  have  been
overprinted with a solid bar to show that you cannot  access
them.  The  solid bar will disappear from the <RUN  5>  line
after  the <ALLIES> line has been accessed. This is to guard
against  accidentally selecting <RUN 5> before issuing  your
orders.  The  <AXIS> line will always be overprinted  during
the  game. The computer does not want you to see what it  is
doing!
Locate  the  <ALLIES> line and type (RET). This  brings  you
Menu   2  (Operations).  Your  choices  here  are  <ORDERS>,
<REPORTS> or <OPTIONS>. Apple II and C-64/128 users can only
access the <RESIGN> option.
The  screen will show the upper half of the map. Below is  a
summary  of  your force identity and the victory points  you
have  accumulated to date; i.e. if you were to end the  game
at this point, you would have scored 57 VPs.
(d).  Reviewing  Your  Forces. Before issuing  orders  we'll
review  our  forces, examine the battlefield, the objectives
and the enemy forces.
Select the <REPORTS> line to go to Menu 4 (General Reports).
This  is just a branch menu. Select the <STATUS> line to  go
to Menu 5 (Unit Status).
For Apple II and C-64/128 users, the name of your senior  HQ
appears  beside its I.D. code in the menu window.  You  have
one  senior  HQ under your command. IBM users will  see  the
name of the senior HQ appear in the window itself.
Select the <SHQ 1> or the <20 Army> line to display the 20th
Army. This screen displays the status of an entire senior HQ
at  a  time. There are four junior HQs, all of which are  on
the  board  at  the start of the scenario.  Each  junior  HQ
controls  three  units  while  the  senior  HQ  controls  an
additional four units which can be freely allocated  to  the
junior  HQs. These flexible units are called assets and  are
shown at the top of the display. For example, the 112th Tank
Bde  is currently attached to JHQ 3 (the 5th NKVD Div) while
the  other  three assets are attached to JHQ  2  (the  233rd
Rifle Div).
The  display  tells you the identity, unit  type,  level  of
fatigue  and  the  experience  of  each  unit.  Any   losses
sustained  by the unit are shown on the right-hand  side  of
the screen.
The  status  screen is quite useful and should be  consulted
about once a day to get an overview of the condition of your
troops.
Type  (ESC/f1)  twice  to go back  to  Menu  4.  Select  the
<OBJECTIVE>   line  to  obtain  Menu  6  (Examine   Friendly
Objective).
The cursor will be highlighting a Russian objective.
Use  the  arrow keys to cycle through all of your  objective
hexes.  There  are  eleven of them. The information  in  the
lower  centre  of  the  screen tells you  the  name  of  the
objective  and, for IBM users, the name of the division  (if
any)  assigned  to  that objective. The  icons  display  the
terrain  type,  the presence of cities, forts or  minefields
and who controls the hex.
The  text  in  the lower left of the screen  summarises  the
turns  for which Victory Points are received, the number  of
VPs  per turn, the VPs awarded for control at the end of the
game and how many turns the objective has been held to date.
For  example, the town of Ozerezkoye is a Russian  objective
for  turns 1 to 15; for each turn the Soviets occupy it they
receive 10 VPs as well as an additional 50 VPs if they  hold
it at the end of the game.
Look  at  all  of your objectives to gain an  idea  of  your
overall requirements for winning the game. Check this screen
often as the game progresses to make sure you are on track.
Consider the display in the bottom right of the screen.  The
solid  area is the overall map size. The smaller  white  box
represents the current location of the cursor on the screen.
As  you  move the cursor to different parts of the map,  the
small  box  will move to show the relative location  of  the
cursor against the overall map.
Type  (ESC/f1)  to  return to Menu 4.  We  can  examine  the
battlefield with the aid of the <MAP WALK> routines.  Select
<MAP WALK> to bring up Menu 7.
The  cursor and any visible objectives will be flashing. Use
the  arrow keys or the I,J,K,M keys to move the cursor  over
the battlefield. You can examine the terrain, the objectives
or enemy and friendly units.
Move the cursor to the German unit in the town of Gorki. You
are  told  it is a large infantry unit contacted by friendly
forces. Note the presence of a fort in the town.
Move  the  cursor  to  the  Russian  unit  in  the  town  of
Shigalovo. A full status report is provided about the unit.
Now  type  (RET) to bring up the <MAP WALK> menu.  Selecting
the <CONTROL> line will display the who controls each hex on
the  battlefield. Hex control is very important for movement
and resupply.
Selecting the <ROADS> line will temporarily remove the roads
from the map.
Selecting  the <CLEAR MAP> line will temporarily remove  all
units from the map.
These three features are cumulative; i.e. any or all of them
can be active at the one time.
Type (ESC/f1) to go back to Menu 4.
It's time to get stuck into the Germans... at last!
(e).  Issuing Orders. Type (ESC/f1) to bring up Menu  2  and
select the <ORDERS> line to bring up Menu 8. Select the <SHQ
1>/<20 Army> line to bring up Menu 9 and then select <ORDER>
to  bring  up Menu 13. We have four junior HQs to  give  our
orders to.
Select <JHQ1>/<129 Div>. The menu window tells you that this
formation  is  in the <ENGAGED> state. This determines  what
sort of orders we can give. The 20 Army HQ and the component
units  of the 129 Div have been highlighted and their target
is  indicated by the target marker. Select the <UNITS> line.
The  arrow  keys will cycle the cursor through the component
units of the 129 Div. You can see that there are three units
of veteran infantry. All are sited on the snow terrain type.
The <UNITS> line is always available from this menu. Use  it
to  keep up with the location and condition of the units  in
each  junior HQ as we go through them. Note that  IBM  users
can access the Map Walk routines from menu 14.
Type  (ESC/f1) to return to Menu 14 and select the <ENGAGED>
line  to bring up Menu 18. This is the menu with the  actual
orders  for  a  formation in the <ENGAGED> state.  We  won't
waste  time,  so select <ATTACK> to bring up Menu  19.  This
lists the attack options available to us.
The options are <PROBE>, <PREPARE>, <ASSAULT> and <EXPLOIT>.
Select  <PREPARE> and you will be returned to Menu 14.  This
order  will set you up for an attack on the next turn.  Type
(ESC/f1)  to  go back to Menu 13. Give JHQ 2 (the  233  Div)
<PREPARE> orders as well.
JHQ  3 (the 5 NKVD) is too far away from the enemy to be  in
the  engaged or contacted state. It is in the <READY> state.
Type (RET) to bring up Menu 16. Select the <ENEMY> line. Use
the  arrow  keys to cycle through the enemy units until  the
infantry  unit north north-west of Scholochovo  is  located.
Type (RET) to select it.
JHQ  4  (Ind Bdes) is also <READY> and should be ordered  to
move  against  the German infantry unit occupying  the  high
ground between Lunevo and Polyana.
Type  (ESC/f1)  until  you return  to  Menu  9.  Select  the
<SUPPORT>  line. You will have somewhere between  0  and  15
support points to allocate to your junior HQs. Only the  129
and 233 divisions can make any use of support points in this
turn. Allocate half the number available to each division.
Go  back to Menu 9 and select the <ASSETS> line. The  assets
are  four special units which can be attached to any  junior
HQ.
Use the arrow keys to cycle through your assets. You have  2
tank  brigades, 1 anti-tank brigade and an artillery  group.
Do  not  change their present assignments. You should  check
your assets every turn and reassign them as necessary.
(f).  The First Turn Reviewed. We have issued prepare orders
to  the 129 and 233 divisions and advance on enemy orders to
the  5  NKVD  and  the Independent Bdes formation.  We  have
examined all the troops in our command and allocated support
points. Now it is time to watch the fight!
(g). The Computer's Role. Type (ESC/f1) until you return  to
Menu  H,  the  Master Game Menu. If you think all  is  ready
select <RUN 5>. Combat and movement will then occur. Hit the
space  bar to continue after each report. Each junior HQ  is
identified  as  the attacker or defender and  their  current
orders  appear underneath. IBM users are provided with  some
additional  graphics. Up to three bomb icons can  appear  to
the  right  of the I.D. This tells you how much support  has
been  added to the formation; none, light, medium or  heavy.
Up  to  three crosses can appear beside the formation order.
This  tells you how many strength points have been  lost  by
that  formation; none, light (less than 10%),  medium  (20%-
30%)  or  heavy  (more  than 30%). If  three  'death  heads'
appear, the unit has been KIAd (killed in action, destroyed,
rubbed out... however you like to describe it!).
After  the  first turn is finished you will be  returned  to
Menu H.
(h).  The Game Plan. War being what it is, it is not exactly
possible  to  tell what will have happened by now.  You  may
have  inflicted  some damage on the Germans;  you  may  have
taken  some  casualties  yourself. In  any  case,  you  will
advanced against the enemy across the front.
You  should  <ASSAULT> with the 129 and  233  divisions  and
<PROBE> with the other two formations. After that, you're on
your own! Refer to the game manual for a full description of
all the game menus.

3. THE SCENARIOS
There are 6 scenarios included with the Panzer Battles game.
The  Moscow  scenario  (#2) is the tutorial  and  is  highly
recommended for beginners. In order of difficulty, the other
scenarios  are  Minsk (#1), Korsun (#6),  Prokhorovka  (#4),
Kharkov (#3) and Kanev (#5).
Each scenario is accompanied by a short historical briefing,
a  situation  map which shows the locations of the  opposing
junior  HQs at the start of the battle, player's  notes  and
scenario variants.
Before  playing a scenario, we recommend you  read  all  the
notes and examine the situation map.

1. MINSK
June 27th, 1941
Army Group Centre's initial attacks against the Soviet Union
achieved  complete surprise. Russian troops of  the  Western
Military  District  were routed by the impact  of  Germany's
panzer  troops.  Within days, Guderian's and  Hoth's  Panzer
Groups had sliced through the Russian front, pocketing  half
a million men.
Remnants  of  the Soviet 3rd and 10th Armies were  all  that
opposed the capture of Minsk, backed up by the 13th Army  in
Minsk itself. The battle for Minsk lasted two days and  then
the  panzer  groups were off again; Hoth's group taking  the
high  road  through  Vitebsk and  Orsha  to  Smolensk  while
Guderian's  group  took  the low road  through  Bobruisk  to
Rogachev and beyond.
The  hastily thrown together 16th and 20th Armies  were  all
that  stood in the way. Predictably they were smashed,  then
pocketed  and  finally  overwhelmed by  the  infantry  which
followed hard on the heels of the panzers.
The  panzer groups reached Orsha and Rogachev on  July  3rd.
Here they regrouped for a day before preparing to get across
the Dnepr.
The  Soviet  position had become desperate. Zhukov,  freshly
promoted to command the Western Theatre, assembled  a  force
of  20 divisions between Schlobin and Klimovicze. This force
was  thrown against the German bridgeheads on the east  bank
of  the Dnepr. It was to no avail. The panzers could not  be
stopped.
This scenario is a lot more fun for Germany than Russia.  It
begins  on  the outskirts of Minsk and should end  with  the
Germans somewhere on the east bank of the Dnepr.
For the Germans, the senior HQs are Armees or Panzer Groups.
The  junior  HQs  are  Korps. The  units  of  manoeuvre  are
divisions.
For  the Russians, the senior HQs are Fronts. The junior HQs
are Armies. The units of manoeuvre are divisions.
PLAYER'S NOTES
GERMANY. The key to winning this scenario is to keep on  the
move.  You  won't  have much trouble with the  Russians,  at
least until you reach the Dnepr. The victory points assigned
to each objective are a timetable for your advance. There is
little  point in capturing an objective after the  VP  time-
frame  has expired. Be careful you do not exhaust the panzer
divisions. Rest them as soon as they become tired. You  have
plenty  of  air  support which is pretty  well  uncontested.
Concentrate  your  airpower on single targets.  The  Russian
armies  are  brittle so that once their casualties  reach  a
critical level, they will disintegrate.
RUSSIA.  What  can  we  say? It's a  brave  soldier  who  is
prepared to take command in this dreadful situation. All you
can  do is delay the German advance as long as possible.  Do
not  waste  the  16th and 20th Armies by  fighting  too  far
forward.  Hold them back so they can team up with the  22nd,
19th  and 24th Armies and hopefully hold the Germans on  the
line  of  the Dnepr. If you can keep the east bank clear  of
the enemy, then you'll win for sure.
SCENARIO VARIANTS
(a).   Assume  the  Russians  had  not  been  so  completely
disorganised  in  the face of the initial  German  invasion.
Make all Soviet HQs not brittle.
(b).  Assume  the  VVS  (Soviet  Air  Force)  had  not  been
destroyed in the first days of the war. Give the Soviets  15
daylight support points with a reliability of 2 and a rating
of 8.

2. MOSCOW
December 4th, 1941
As  luck  would have it, the winter of 1941 was one  of  the
worst  this century while, in contrast, the winters of  both
1940  and 1942 were very mild. Germany was ill-prepared  for
the  onset  of poor weather, in fact the decision  to  equip
army troops with winter clothing was not made until August.
Nor  was any provision made for the supply of mobile  forces
in  bad  weather.  Only  tracked vehicles  were  capable  of
hauling  supplies through the quagmires which had once  been
Russian  roads.  There were precious few  of  these  and  in
consequence  the armoured formations which had performed  so
well  in  good weather were reduced to shadowy  remnants  of
their former selves.
There  were other difficulties confronting the German  drive
on  Moscow.  Chief among them were the time lost when  large
parts of Army Group Centre were sent south to assist in  the
capture  of Kiev and the hesitation resulting from  Hitler's
indecision  about  the  next major objective.  By  the  time
Moscow  was  finally settled on, and the mobile elements  of
Army  Group  Centre recalled, October had rolled around  and
the heavy rains had begun.
Operation 'Typhoon' was the name given to the German assault
on  Moscow.  Throughout October and November, German  forces
ground  their way ever closer to the Soviet capital, meeting
ever  stiffer resistance. By the end of November, the German
advance  had been halted, as much from exhaustion,  lack  of
supplies and the bitter cold as from the Soviet defence.
The  Russian High Command (commonly referred to  as  STAVKA)
had  been  carefully biding its time, building  up  a  fresh
reserve of experienced troops, many of them from Far Eastern
stations. A counter-offensive was planned. General  Vlasov's
20 Army would lead the way!
This  scenario examines part of that Russian offensive.  The
map  area  (as  shown  in  the accompanying  situation  map)
describes some 500 sq. km about 40 km north-west of  Moscow.
Three  divisions  from General Hoepner's  4th  Panzer  Armee
defended  the section of front to be attacked by  the  first
wave of Vlasov's 20 Army.
After  4 days of continuous fighting, the German line  still
held.  The  cost  to  both sides was tremendous.  Just  days
later,  a second wave, as well as pressure on other sections
of  the  front, forced the Germans to withdraw.  Moscow  was
safe... and never seriously threatened again.
For  the Germans, the single senior HQ is 4th Panzer  Armee.
The  junior  HQs are divisions. The units of  manoeuvre  are
regiments.
For  the  Russians, the single senior HQ is 20th  Army.  The
junior  HQs are divisions or their equivalent. The units  of
manoeuvre are regiments and brigades.
PLAYER'S NOTES
GERMANY.  This  is the only scenario in the game  where  you
must  defend  grimly without any hope of reinforcement.  You
will  have to withstand continual attacks from the Russians.
You  score  your  victory points through occupation  of  key
objectives  so  you  are compelled to hold  your  ground  no
matter  what.  If the Russians bust through you've  had  it;
there are no reserves to repel them. The Russians score  big
victory points for killing your men while get hardly any for
killing  theirs.  Your only hope is  to  hang  on  to  those
objectives!
RUSSIA.  Time  and  the tough German  forts  are  the  major
obstacles you must overcome if you are to break through  the
enemy  position and thrust into the undefended  rear  areas.
You should be aware that most of your junior HQs are brittle
(60%).  Don't  be too alarmed about this, the German  junior
HQs  are  also brittle (70%). If you're lucky you  will  get
some  off-board support, if not you'll have to use your lone
artillery  group wisely. Killing Germans is  the  main  job.
Don't  forget to take advantage of the minor combat routines
to  achieve  this.  The more units you have  adjacent  to  a
particular enemy unit, the greater the chance you'll inflict
casualties through the minor combat routines.
SCENARIO VARIANTS
(a).  Assume  the Germans had been better prepared  for  the
poor weather. Add 2 to the supply values for all German HQs.
(b).  Assume the VVS (the Russian Air Force) had been  in  a
better  condition  to assist the ground offensive.  Increase
the  reliability of the daylight support points to 2, change
the   Air  Superiority  status  to  5  and  change  the  Air
Superiority reliability to 4.

3. KHARKOV
May 12th, 1942
The bitter, protracted winter of 1941-42 finally came to  an
end  about  the  beginning of May. Both Russia  and  Germany
planned major summer offensives... and in the same place.
The  Russians attacked first, on May 12th. Kharkov  was  the
primary  objective  with  second  phase  operations  planned
against Krasnograd and eventually Poltava and Dnepropetrovsk
away  to  the  south-west. The main impetus  of  the  Soviet
onslaught  came from 6th Army, attacking out  of  the  bulge
below   Kharkov.  Above  Kharkov,  the  28th  Army  attacked
southward from Belgorod. Flushed from their winter successes
against the Wehrmacht, the Russians badly underestimated the
condition and resolve of their enemy.
German plans for the summer envisaged a pincer operation  to
trap the Russian armies between the Don and the Donets to be
followed  by  an advance to the Caucasus oil fields.  Before
these  plans  could  be  put into effect,  the  bulge  below
Kharkov had to be straightened out. This operation was named
Fridericus and scheduled to kick off on May 18th.
Caught by surprise, the first few days of the offensive went
well  for the Soviets. The German defenders were forced into
strong-points to avoid annihilation, allowing  the  Russians
to  rush through the gaps in the front. Lead elements of the
Soviet  6th Army got as far as Krasnograd before the  German
counter-attack went in.
Timoshenko,  in  overall command of  the  Soviet  operation,
detected the German build up and the danger it presented and
advised  Stalin  to  call off the offensive  and  pull  back
before it was too late. Stalin refused to listen and on  the
May 16th, troops from Ruoff's 11th Armee and von Mackensen's
3rd  Pz  Korps  tore into the southern flank of  the  Soviet
advance.
By the 22nd, Izyum was captured and the Russian 6th, 9th and
57th  Armies neatly pocketed. 240,000 men were lost in  what
was to be the last, major Soviet pocket of the war.
With these Soviet troops out of the way, there was little to
stop the German drive on the Caucasus. The German 6th Armee,
victorious at Kharkov, got as far as Stalingrad.
This  scenario  examines both the initial Russian  offensive
and the subsequent German counter-attack.
For  the Germans, the senior HQs are Armees. The junior  HQs
are Korps. The units of manoeuvre are divisions.
For  the Russians, the senior HQs are armies. The junior HQs
are corps. The units of manoeuvre are divisions.
PLAYER'S NOTES
GERMANY.  For  the  first couple of days  the  situation  is
pretty   grim.  You  have  two  options  with  the  isolated
divisions  of 6th Armee. You can leave them where they  are,
in  the  security of their forts, and hope  that  they  will
survive  the  Soviet  attack. Or you can  withdraw  back  to
Kharkov  and try to hold out there. You are on the defensive
until  reinforcements arrive in the south. The 3rd Pz  Korps
is a powerful force and will cut right through the Russians.
You  can  make either Izyum or Balakleya your objective  but
don't   forget  your  main  responsibility  is  to   destroy
Russians.  Once the pressure comes off 6th Armee,  and  some
reinforcements  arrive to strengthen  it,  attack  south  to
assist 11th Armee.
RUSSIA.  Make hay while the sun shines! To be in a  position
to  withstand  the  German  counter-attack,  you  must  have
smashed   their  initial  forces.  The  best  technique   to
eliminate  the fortified, but isolated, front line divisions
is to concentrate on them one at a time. Capture Kharkov and
then  set up a defence in the rugged terrain south  of  that
city.  When  the German counter-attack develops,  delay  the
inevitable  as long as you can. You can afford to  lose  the
southern objectives provided you hang onto Kharkov and don't
lose too many troops.
SCENARIO VARIANTS
(a).  Assume Operation Fridericus had been scheduled to jump
off  at the same time as the Soviet offensive. Bring forward
the  arrival time of all units in 3rd Pz Korps  to  turn  3.
Change  the arrival hex to 18,27. Bring forward the  arrival
of  the  Soviet 5th and 6th Cavalry Corps and 73rd  Infantry
Corps to turns 6, 1 and 4 respectively.
(b).  The Soviets were tardy in committing reserves  to  the
offensive once the initial break-through had been  made.  To
rectify this, bring forward the arrival of 3rd Guard Cavalry
Corps  to turn 2 and redeploy the divisions of 52nd Infantry
Corps  to the front line (21,6; 21,7; 21,8). Increase Soviet
daylight support points to 20.

4. PROKHOROVKA
July 12th, 1943
Following  the German defeat at Stalingrad, huge  tracts  of
territory   in  southern  Russia  were  reclaimed   by   the
victorious Soviet armies. The Caucasus, except for  a  small
lodgement on the Taman Peninsula, was cleared of Axis forces
thus  removing the threat to Soviet oil supplies. The Soviet
advance took them as far as Kharkov, the scene of the Soviet
disaster a year earlier, before the Germans rallied, counter-
attacked and stabilised the front.
Kharkov  was  recaptured yet again so that when  the  summer
campaigning months came around the German front line  had  a
large  bulge  in  it. This was the Kursk salient.  Assuming,
correctly,  that  the Germans would make  this  salient  the
prime   target  of  their  summer  offensive,  the  Russians
fortified... and then fortified some more. By the  beginning
of  July,  the  Soviet  position  had  been  made  virtually
impregnable.  Masses of armour were grouped  in  reserve  to
deliver a resounding counter-attack at the right moment.
True  to  form, Hitler's rigid military judgement  committed
the rebuilt German armies to a frontal assault on the Soviet
fort-wall. The plan was code-named Zitadelle. Some  progress
was  made  in  the northern corner of the salient,  slightly
more in the southern corner.
Hausser's IISS Pz Korps was thrown into the southern  corner
and  after  a week of heavy fighting, finally broke  through
the  fixed defences. Three SS Panzer divisions raced for the
township  of  Prokhorovka. Waiting for them were  four  tank
corps and a mechanised corps.
A  mighty  tank clash ensued. The battlefield  was  linearly
divided  into three sections by the Psel River to  the  west
and  a  railway  embankment to the east.  In  effect,  three
separate  battles were fought. Tactically, the  Germans  had
slightly  the  better of the engagement though  losses  were
frightful  on both sides. However, it was all to  no  avail.
The  Allied  landings  in Sicily compelled  the  Germans  to
withdraw  troops, including Hausser's SS force,  to  bolster
the failing Italians and the Zitadelle offensive was brought
to a halt.
On  July 17th, the Soviets went over to the offensive and in
two months drove the Germans back to the Dnepr.
This  scenario  examines the clash between Rotmistrov's  5th
Guards Tank Army and Hausser's IISS Pz Korps.
For the Germans, the senior HQs are SS Panzer divisions. The
junior  HQs  are  regiments.  The  units  of  manoeuvre  are
battalions.
For  the Russians, the senior HQs are corps. The junior  HQs
are  brigades  and battlegroups. The units of manoeuvre  are
regiments and battalions.
PLAYER'S NOTES
GERMANY. The situation is very simple. You must fight  three
separate  battles. On the left bank of the Psel  is  3rd  SS
Panzer  division (Totenkopf), in the centre is 1st SS Panzer
division (Liebenstandarte Adolf Hitler) and to the right  of
the  railway  embankment  is 2nd  SS  Panzer  division  (Das
Reich). The 1st SS will get the worst of it; it must contend
with the 33rd Mechanised corps as well as a battlegroup from
the weakened 31st Tank Corps. The 2nd SS has the best chance
of breaking through and deserves the lion's share of the off-
board support. The only routes of communication between  the
three  battlefields  are controlled by the  Russians  though
your  chance of getting that far north is fairly remote.  By
and  large,  victory will go to the player who destroys  the
most enemy units.
RUSSIA.  On  the  first  turn of the  game,  you  have  some
important strategic decisions to make. You must commit  your
reserves to one of the three battlefields. The safest course
of  action  is to commit all of the reserves to the  sectors
they  begin the game in. A bolder, and riskier, strategy  is
to  stiffen the centre or right flank at the expense of  the
other. You are gambling that you can overwhelm one sector of
the  front before a similar disaster can befall you. If this
is   your  first  experience  with  the  scenario,  make   a
conservative  decision. There are few  vital  objectives  to
worry about. Your main task is to kill Germans.
SCENARIO VARIANTS
(a).  Assume  the  bridge  at  Bogoroditskoye  had  remained
intact.  To rebuild it, replace the major river hex at  8,17
with  a bridge hex (terrain type 8). Add a road to the  hex.
IBM  users  with "full-map" graphics might care to  re-paint
the hex to show an intact bridge.
(b).  Air  support throughout this battle was  sporadic  for
both   sides.  Assume  more  co-operation  could  have  been
achieved.  Increase the reliability of the daylight  support
points for both sides to 3.

5. KANEV
September 23rd, 1943
In the aftermath of the failed Kursk offensive in July 1943,
German  forces throughout Russia were in retreat. The Soviet
Army  was  determined to pursue their enemy with the  utmost
vigour  and  thereby  prevent  the  establishment  of  major
fortifications on the Dnepr River.
Both  sides  reached the river at about the same  time.  The
Soviet  3rd  Tank  Army forced a bridge-head  at  Zarubentsy
while  away  to the south, lead elements of the  German  8th
Armee were crossing the Dnepr at Kanev.
The Russians decided to commit their parachute reserve. This
was  the 1st Airborne Corps of some 10,000 men. The plan was
to  drop  the parachutists on the west bank of the Dnepr  to
seal  off the bulge in the river between Kanev and Khudorov.
This  would allow the Russians to build up strength  on  the
west  bank  for  a  subsequent drive on Kiev,  some  100  km
further up the river.
The  logistics  involved in getting the  airborne  operation
underway  proved too much for the limited transport capacity
of  the  VVS. 180 transports were required; 6 were available
on  the 23rd, the day the airlift was supposed to begin. The
first parachutists did not drop until the 24th and then only
in  dribs  and  drabs.  The inexperienced  transport  pilots
dropped their cargoes all over the place and to compound the
troubles,  several  batteries of flak  guns  from  the  24th
Panzer  Korps  had  arrived and gone into action  along  the
Kanev-Ulyanik road.
A  full-strength panzer division, the 19th, was available to
contest  the  40th Army's crossing of the  Dnepr  at  Balyka
while some infantry divisions from the 8th Armee, now safely
across  the  Kanev bridge, went into action  in  the  rugged
terrain  north  of Tschernyski to stall the advance  of  3rd
Tank Army.
With  each passing day, the German build up made the  chance
of  a  successful  Russian breakout increasingly  slim.  The
Russians  persistently tried to force  the  German  position
throughout October with no success. Finally, they  withdrew,
in  secret,  most of the mobile forces and sent  them  north
where   a  successful  assault  broke  through  the   German
defences,  resulting in the liberation of Kiev  on  November
7th.
This  scenario examines the first five days of  the  battle,
that period when the Soviets had a real chance to force  the
Dnepr.
For  the  Germans, the senior HQs are korps. The junior  HQs
are divisions. The units of manoeuvre are regiments.
For  the Russians, the senior HQs are armies. The junior HQs
are  mechanised,  tank  and infantry  corps.  The  units  of
manoeuvre  are  infantry divisions and  tank  and  motorised
brigades.
PLAYER'S NOTES
GERMANY.  You  begin  the  scenario  in  a  very  vulnerable
position.  Except for the 34th division screening  the  east
bank  of  the  Dnepr, you have no troops on the battlefield!
The  19th  Pz  Div trickles in from the west over  two  days
while two infantry divisions and a panzer grenadier division
reinforce you from the east. Disengage the 34th as  soon  as
you can and move to the west bank of the Dnepr. Do not leave
any  troops on the east bank. As soon as you are able,  push
north  with your infantry to contain whatever Soviet  troops
have  pushed  their  way into the Dnepr  bulge.  The  Soviet
parachutists begin landing on the second day and if you  can
catch  them before they link up with supporting troops,  you
can  kill the lot. Do not abandon Kanev and do not  let  the
Russians sneak across the Dnepr at Pekari.
RUSSIA. You have more troops than your opponent and  by  and
large  they are of comparable quality. You must not hesitate
for  a  moment. Force the Dnepr at Balyka and  Khudorov  and
reinforce  the bridgehead at Zarubentsy. Move  your  men  at
night!  Use  the  5th  Guard Tank  Corps  to  pin  the  34th
division.  Send the 6 GTC into the Dnepr bulge while  the  7
GTC  and  the  9  GMC should keep pressure on  the  crossing
points  between Zuschki and Buchak. If the Germans build  up
substantial forces in the Grischenzy-Tschernyski area,  then
the  likelihood of a breakout is remote. You can  still  win
provided you protect your parachutists and hold most of  the
objectives in the Dnepr bulge.
SCENARIO VARIANTS
(a).  Assume the Russians had been better prepared  to  drop
their  airborne  forces. Advance the arrival  turn  for  all
units  of  the  1st Airborne Corps to turn 2.  Increase  the
supply value of the 1st Airborne Corps HQ to 5.
(b).  Assume the 7th Pz Div had been able to move in support
of  24th  Pz  Korps  a few days earlier. Bring  forward  the
arrival turn of all units in the 7th Pz to turn 3.

6. KORSUN
February 10th, 1944
The  German  8th Armee managed to hang onto Kanev throughout
the  months that followed the abortive Soviet parachute drop
across the Dnepr in September, 1943. In the terrible battles
which raged all over the Ukraine in the autumn and winter of
1943,  the Soviets had more or less pushed the Germans  away
from the line of the Dnepr River. By January 1944, only  the
salient at Kanev remained.
It was risky business for both sides. The Germans threatened
to  roll up the rear of the Soviet 1st Ukranian Front to the
north  of  Kanev  while  the exposed nature  of  the  German
position  made it vulnerable to encirclement,  in  much  the
same  way  as the 6th Armee had been destroyed at Stalingrad
the previous year.
The  Russians stole the initiative. On January  25th,  First
and  Second  Ukranian Fronts tore into both  flanks  of  the
German  salient with such force that two Korps were  trapped
in   the  region  Zvenigorodka-Korsun-Shpola...  the  Korsun
Pocket! The pocket was sealed in just three days.
Mud and more mud hampered the initial German rescue efforts.
Nonetheless, by February 1st, 47th Pz Korps from the  south-
east  and 3rd Pz Korps from the south-west were denting  the
hastily  thrown up ring which formed the outer wall  of  the
pocket. Soviet counter-attacks combined with plenty  of  air
support  stopped the Germans after several days of  repeated
probes.
The  pocket  was  shrinking.  Both  sides  reinforced  their
positions  and another plan was laid to rescue  the  trapped
soldiers  of  Gruppe Stemmerman. On February 10th,  Breith's
3rd  Pz  Korps made a second attempt to cut through  to  the
pocket. His initial objective was the bridge over the Gniloi
Tikich  at  Lisyanki.  From there, the  panzers  would  push
northward,  toward  Korsun, until they linked  up  with  the
remaining troops from the pocket.
Breith  got as far as Lisyanki. Soviet heavy tanks  (JS  IIs
and  some  JS  IIIs)  attached to the 5th  Guard  Tank  Army
prevented a further breakout. On the 16th, Gruppe Stemmerman
was ordered to break out, whatever the cost.
Abandoning everything, desperate German soldiers  raced  for
the  security of 3rd Pz Korps' position. Perhaps some 12,000
made it; 40,000 did not.
This  scenario covers Breith's second attempt to  reach  the
pocket.
For  the  Germans, the senior HQs are panzer divisions.  The
junior  HQs  are  regiments.  The  units  of  manoeuvre  are
battalions and battlegroups.
For  the  Russians,  the senior HQs are  infantry  and  tank
corps.  The junior HQs are infantry divisions and  regiments
and  tank and motorised brigades. The units of manoeuvre are
regiments and battalions.
PLAYER'S NOTES
GERMANY.  Fortunately, it's not your job to worry about  the
dreadful  strategic situation which has got  you  into  this
position. All you need concern yourself with is getting your
panzers to Lisyanki as fast as you can. That won't be enough
to win unless you've killed plenty of Russians and kept most
of  your own troops alive. 1st and 17th Pz should be used to
keep  a  corridor open through which 16th Pz  can  drive  on
Lisyanki  with  minimum interference. The  Russians  receive
plenty  of armoured reinforcements and you'll need all  your
strength  to deal with them. If you can capture Dzhurzhentsy
and/or  Khizhintsy by game's end, you'll not  only  win  but
also be responsible for liberating Gruppe Stemmerman!
RUSSIA.  Resign yourself to losing most of your infantry  on
the front line. They won't be able to stand for long against
the  panzers.  What  you  can do, however,  is  delay  their
advance.  Every turn you prevent the Germans  from  breaking
through  makes your eventual victory more certain. The  80th
Tank  Brigade in Lisyanki can be sent forward at the end  of
the  first day. Just make sure you can replace it with a new
arrival.
SCENARIO VARIANTS
(a).  There was some squabbling going on between  Konev  and
Vatutin.  Assume a more unified command had  resulted  in  a
better  disposition of Soviet reserves. Place all  units  of
the  155  Tank  Brigade within 1 hex of  Zmilchentsy.  Bring
forward  the  arrival of the 7Gd and 181/18  brigades  by  4
turns.
(b).  Assume (just for the fun of it) that the Germans  were
able to rustle up a battlegroup of Tiger tanks supported  by
some  panzer grenadiers. Add a junior HQ to the 17th Pz Div.
Its  values are (KG Tiger) (Panzer) (6) (7) (7) (0).  Assign
three units to this junior HQ. The values for the first unit
are  (1T) (0,15) (11) (0) (20) (10) (3) (9) (9) (15) (1) (7)
(7). The values for the second unit are (2T) (0,15) (11) (0)
(20)  (10) (3) (9) (9) (15) (1) (7) (7). The values for  the
third  unit are (1PG) (0,15) (2) (0) (12) (12) (3)  (9)  (9)
(8) (0) (7) (7).


Run 5 Magazine
Additional  scenarios  have been published  in  our  support
magazine,  Run  5.  Each issue contains  at  least  two  new
scenarios   for  our  various  game  systems  as   well   as
suggestions on game play, variations to existing  scenarios,
order  of battle information for scenario designers,  errata
(features?) and historical articles. The magazine is a  very
useful tool for anyone interested in getting more from their
original  investment in the game. Subscription  details  are
provided on a separate enclosure.
