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Battle of the Korsun-Cherkassy Pocket (modified Breakout mission)

The time to escape is NOW. The forces sent to relieve you cannot hold their positions on the river forever and it is up
to your forces to meet them. Dig deep and charge to your allies

Special Rules Deployment


● Fading Objectives 1. The Breakout Force selects up to 60% of
● Victory Points their force to deploy and holds the rest in
● Spring Thaw Immediate Reserve. Their Reserves arrive
● Relief Bridgehead (Breakout Force) from the Blocking Force player’s short table
● Ambush (Breakout Force) edge.
● Immediate Reserves (Breakout Force) 2. Starting with the Breakout Force, the players
Setting Up place Ranged In markers for all of their
1. Players determine who is the Breakout Force deployed (including in Ambush) Artillery
and who is the Blocking Force. Units.
2. The Breakout Force picks a short table edge 3. The Breakout Force may hold one of their
to attack from. The Blocking Force defends Units in Ambush.
from the opposite end of the table. 4. The Blocking Force places all of their Units
3. The Blocking Force places one Objective in in their table half at least 8”/20cm from the
the Breakout Force’s table half, at least table centre line and at least 12”/30cm from
16”/40cm from table centre line and 8”/20cm their short table edge.
from all table edges. 5. The Breakout Force then places their
4. Starting with the Breakout Force, both
remaining Units in their table half at least
players place an objective on the center of
12”/30cm from the table centre line.
the table, within 2”/5cm from the centerline
and 8”/20cm from the long table edges
6. .All Infantry and Gun Teams start the game
in Foxholes.
5. The Blocking Force may place one Minefield
for each 25 points in their force anywhere Who Goes First
outside the Breakout Force’s deployment The Breakout Force has the first turn.
area. Ending the Game
When a unit from the Breakout Force ends their turn
wholly within the Relief Bridgehead, the game will end
at the end of that turn, or at the end of the 6th turn.
Winning the Game
The player who has the most victory points when the
game ends wins the game.

Special Rules (Detailed)


Fading Objectives
At the beginning of turn 2, the objective in the Breakout Force’s deployment zone is removed from the
table. At the beginning of the turn 3, the objectives in the center of the table are removed from the table.

Relief Bridgehead (Breakout Force)


Manstein managed to move the III Panzer Corps within 7 kilometers of Group Stemmermann but couldn’t open the
pocket. In order to do that, Stemmermann had to push to the III Corps positions on the Gniloy Tikich.
The Relief Bridgehead is the area 4 inches from the Blocking Force’s short table edge, and 8 inches from
the long table edges. At the start of the Breakout Force’s turn 3 and every turn hereafter when Victory
Conditions are checked, the game will end if a Unit from the Breakout Force ends the turn wholly within
the Relief Bridgehead.

Victory Points
Victory Points are scored whenever the criteria are met. There are 3 ways to earn victory points.
1. A single point is scored for each objective the player controls during the Check Victory Conditions
portion of the Starting Step. A player controls an objective when the check is made in the Starting
Step if they have a single Tank, unpinned Infantry or unpinned gun team within 4”/10cm of an
Objective and there are no opposing Tank, Infantry or Gun teams within 4”/10cm of the Objective.
2. At the end of the game each player earns a single victory point for each opposing unit they
destroyed during the game.
a. A unit is destroyed if any of the following criteria is met.
i. Every team from the unit is destroyed (Transport units are counted as their own
unit for scoring Victory Points)
ii. The unit failed a last stand check and flees the battlefield
iii. The game ended with the unit in reserve
3. Each unit from the Breakout Force that ends the turn in the Relief Bridgehead will score the
Breakout Force a single Victory Point.

Spring Thaw
While the fighting raged in the Korsun-Cherkassy Pocket, the temperature rose just enough to cause an early thaw.
Roads and fields quickly turned to sludgy mud during the daytime, making movement difficult for wheeled vehicles.
Moving in the Pocket
Wheeled vehicles count cross country terrain as soft ground, Tracked vehicles count cross country terrain
as snow. In addition Vehicles can never road dash, even if they are on a road. A wheeled vehicle is a
vehicle with only wheels. If a vehicle has any tracks, it is considered a tracked vehicle. (For example, a
German Sd Kfz 251 Halftrack has wheels and tracks, and therefore is a tracked vehicle)
Vehicle Type Spring Thaw Dash Speed Cross Check Height Bulletproof Cover
Wheeled Soft Ground Terrain Dash yes flat no
Tracked Snow Terrain Dash no flat no

Ambush (Breakout Force)


The Breakout Force holds one Unit in Ambush when they deploy. Units held in Ambush are treated as
being on the table, but their location isn’t specified until they reveal themselves. They are held off the
table at the start of the game.
Already There
Ambushing Teams do not have to move. They can remain where they are placed and shoot at their
Halted ROF. Units in Ambush are in Foxhole when they are placed on the table.
Placing Ambushes
At the start of the Breakout Force’s turn, in the Starting Step, they may place the Unit that they have been
holding in Ambush. They must place the entire Unit, and it must be placed with all of its Teams within
6”/15cm of the Unit Leader. A Unit with at least eight Tank Teams or at least twelve Teams in total
increases this distance to 8”/20cm. The Breakout Force may place a Team from Ambush anywhere in
their Deployment Area, provided that it is:
● At least 16”/40cm of any enemy Team within Line of Sight, unless Concealed by Terrain from it
● At least 4”/10cm of all enemy Teams.

Attachment and Ambushes


When you hold a Unit in Ambush, you may also hold its Transport or Infantry Attachment in Ambush as
well, or Deploy them as normal. If you do hold both a Unit and its Attachment in Ambush together, the
Infantry must be Mounted in their Transports when they are placed from Ambush.

Immediate Reserves (Breakout Force)


The Breakout Force may not deploy more than 60% of the agreed points total for the game on the table.
The remainder must be held in Reserve. The entire Unit must be In Command at the end of its Movement
in the turn it arrives from Reserves. Attachments and their core Unit must arrive from the same point,
although Passengers may be Mounted or Dismounted. A Unit may not use Movement Orders until it has
moved on to the table.
Roll for Reserves At the start of the Breakout Force’s first turn, they roll a die. On a roll of 5+ their first
Unit arrives from the Reserve. It may be any Unit of their choice, but must arrive now. The Reserves
move on from the table edge within 16”/40cm of the corner in either of the Defender’s deployment areas
at the start of their Movement Step.
At the start of their second turn, they roll two dice. Each roll of 5+ results in another Unit arriving from their
Reserves. They keep rolling at the start of each of their following turns adding one more die than the
previous turn, so at the start of turn three they roll three dice, at the start of turn four they roll four dice,
and so on. Each roll of 5+ brings another Unit on from the Breakout Force’s Reserves.
If the Breakout Force rolled three or more dice to get Reserves in this turn, but failed to score any rolls of
5+, they automatically receive one Unit from Reserve anyway.

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