STORM OF STEEL:FROM TJERKASSY TO BERLIN1. INTRODUCTION From Tjerkassy to Berlin is designed to supplement the Storm of Steel set, and contain a number of rules and tables that will help any gamers wanting to recreate the battles fought during the two final years on the East Front. 2. SPECIAL RULES A. Skill Levels. As a rule, Soviet armies are Regular, while German armies are Veteran in 1944 and Regular in 1945. B. Fortifications. Only the German player may deploy dragons teeth (see below). C. Dragons Teeth. Dragons Teeth can only be entered or crossed by Foot units, and that without any movement penalty. No Vehicles, including Tanks, may enter Dragons Teeth. Dragons Teeth has no effect on Line of Sight. D. Tank riders. Soviet infantry units may be transported by tanks. One tank may carry one infantry unit. If a tank carrying a foot unit participate in a assault, the tank riders themselves does not participate, instead 1d3 is added to the die roll of the tank. (And as other transported units, tank riders are automatically destroyed if the tank suffers a adverse combat result.) E. Armoured Personnel Carriers. APC:s have two types of assault attack dice: the lower is used if the APC is empty, the higher if loaded with infantry. Note that the German Sdkfz 251 may transport 3 foot units, while the Sdkfz 250 is considered to be a small APC, and may thus only transport 1 foot unit. F. Support. In battles set in 1944 the German Players support deck contains 1 x "One air strike", 4 x "One artillery bombardment" and 5 x "No support this turn". In battles set in 1945 the German Players deck contains 3 x "One artillery bombardment" and 7 x "No support this turn". In battles set in 1944 the Soviet Players support deck contains 1 x "One air strike", 6 x "One artillery bombardment" and 3 x "No support this turn". In battles set in 1945 the Soviet Players deck contains 1 x "One air strike", 7 x "One artillery bombardment" and 2 x "No support this turn". The German artillery is classified as Flexible, with a Normal Volume of Fire, Soviet artillery is classified as Rigid, with a Very High Volume of Fire (see below). To simulate that the Luftwaffe was slowly losing control of the skies, the German Player roll to determine what type of Aircraft that will attack is modified with -1. G. Panzerknacker. The Luftwaffe successfully employed a small number of anti-tank squadrons, flying Ju 87:s or Hs 129:s specially equipped to knock out armoured vehicles. So when the german player receives a air strike, a (modified) roll of 5 means that a Anti-Tank Light Bomber attacks. That aircraft still uses 1d12, but if an AFV is attacked, the die roll is doubled. H. Soviet Artillery. During this phase of the war, the artillery of the Red Army was very well equipped, skilfully led and good organized, and being so extremly strong that it could often blast the german front open almost on its own. (So, for instance, during the battle of Berlin, the Red Army employed some 22.000 pieces of artillery. One single soviet Infantry Corps, the 79th, had 342 guns and mortars in support on each single kilometre of front - the opposing german ratio was 29.) To simulate this the Red Army uses a new Volume of Fire, called Very High, which means that the Soviet Player uses 1d20 when performing off-board artillery bombardment. I. Rocket Artillery. Whenever one of the players receives an artillery bombardment in support, he rolls 1d6. If the soviet player rolls 5-6 it means that this bombardment is performed by Stalin Organs. If the german player rolls 6 it means that this bombardment is performed by Nebelwerfers. Both these types of rocket artillery attacks hits any units within 10cm of the target unit, except units in bunkers, which are immune from its attacks. J. SMG Platoons. The Soviet player may employ SMG units. SMG units move like infantry, uses 1d8 when firing, have a maximum range of 15cm, and uses 3d6 in assault combat. K. Volkssturm. German Volkssturm units have no fixed movement rate. Instead it´s determined at the moment of movement, when these units move as many cm:s as shown on 1d8. Volksturm units uses 1d6 when firing, have a maximum range of 15cm and uses 1d8 in assault combat. In addition to this, when a german force is demoralized, immediately roll 1d6 for each Volkssturm unit: a result of 1-3 means that the units panics and is removed from the table. L. Panzerfaust. Infantry and Volksturm units equipped with Panzerfausts may once, and only once, add 1d6 to their usual d12 die roll when involved in assault combat with AFV:s. M. Panzerschreck. Panzerschreck units are treated as infantry in movement, fire and hand-to-hand combat against soft targets, but against AFV:s they fire with 1d12 and a maximum range of 10 cm, add 1d6 to their usual d12 die roll in assault combat with them. N. Soviet AT countermeasures. The new german hand-held AT weapons was at first very sucessful against the soviet AFV:s. But eventually the Red Army learned how to counter these weapons, using both improved tactical routines - like trying to supply their tanks with better infantry protection - and simple technical improvisations - like welding bedsprings to the sides of the tanks, in order to detonate the shaped charge of the Panzerfaust or the Panzerschreck before it hit the hull. This meant that the effectiveness of these weapons, counted in the number of destroyed enemy vehicles, went down from the beginning of januari 1945. If the players want to simulate this, in battles set after december 1944 Panzerschreck units use only 1d10 when firing against AFV:s, and both Panzerschreck units and units equipped with Panzerfaust add only 1d4 when involved in assault combat with soviet AFV:s O. Soviet Camouflage. One of the areas that the soviet troops showed a special expertise was camouflage and the use of deception and decoys. To simulate this, Soviet foot and artillery units in bush or woods or forests are not spotted until a enemy unit comes within 5cm of them - or they themselves open fire or move. P. Designers notes. Players will probably note that the german player will have difficulties in winning, especially in scenarios set in 1945, which is no coincidence, especially if you consider the historical realities this game is based on. Those who want to recreate the savage battles of 1944-45 should in all honesty avoid using points systems to produce finely balanced encounters, as such things almost never occured on the East Front during these years: it was not uncommon for the germans to be massively outnumbered (For example, during the opening phases of Operation Bagration in june 1944, the 5th Guards Infantry Corps outnumbered their german opponents with 6-1 in artillery, 8-1 in infantry and 12-1 in tanks.) The designer also would like to discourage from using ideal organizations based on theoretical TOE:s, as units almost never ever appeared in that state, and if they did, they were very quickly grinded down. Players should also avoid deploying german forces containing many top class german AFV:s, like the Jagdtiger, Jagdpanther or even the Königstiger. Ordinary PzKpfw IV:s and Sturmgeschütze bore the brunt of the fighting until the very end. When more fancy AFV:s were used, it was mainly in penny-packets. (Players should also remember the strange priorities observed by the german high command, when it came to allocating amoured assets. In february 1944 only 50% of the total number of german AFV:s were deployed in the East, the figure eventually dropping to some 33% in the beginning of 1945.) 3. NEW RANDOM EVENTS CARDS The following Random Events cards are added to the Standard Random Events Deck. Note that the procedure for preparing and using this deck is still the same. 1x There is no more petrol! (2 x in battles
set in 1945) 1x There is no more ammunition! 1x To the last bullet and the last breath! 1. AFV CAPABILITY TABLE
Range modifications: If range is short +1 on die roll, if range is long -1. Note: When two values are given, e.g. d6/HMG, the owning player may use either. It represents the Tank commander choosing between using the Artillery piece or the Machine gun. When two assault attack values are given the lower is used if the APC is empty, the higher if loaded with infantry. 2. AT GUN TABLE Die used Gun type d6 75mm Infantry or Field Gun Literature used: P. Adair: "Hitlers greatest Defeat - The Collapse of Army Group
Centre, June 1944". |