SPI -
ETO: Scenario 7: Barbarossa A
two-player scenario covering the invasion of Russia in 1941. One partnership is
the Axis, the other the USSR. No Western Allies are used.Playing
Time: 6 hours Start: July 1941 End: December 1941 Axis Partners:
Germany, Italy, Rumania, Hungary, Bulgaria, Finland (excluding Rumanian and Finnish
hexes held by USSR). Axis Conquests: Yugoslavia, Greece, Poland (except
Soviet Zone), Denmark, Norway. Axis Income, Autumn 1941: 80 EPs plus
1 EP per captured Soviet resource hex. U.S.S.R.: Soviet Union, Latvia,
Estonia, and Lithuania, plus Polish, Finnish, and Rumanian hexes east of the temporary
borders. Soviet Income in Autumn 1941: 70 EPs plus 2 EPs per resource
hex conquered by Soviets (including Riga) minus 1 EP per resource hex within the
original Soviet border captured by the Axis.
Orders of
Battle
Soviet Union: The Soviet player sets up first.
All units must be placed within the Soviet union, its partners, and/or the territory
east of the temporary borders. 4-3 infantry On Map 32 In ForcePool 5-3
infantry 6 (transfer 4-5 armor 5 box) 6-5 armor 2 1-3 paratroop 1 4-5/0
air 2 4-5/1 air 4 Battleships 3 1 Heavy cruisers 3 2 Light cruisers
2 Destroyers 4 Tactical subs 1 Generals Zhukov HQ's 5° (autumn) Airfields
1 STPs 2 ATPs 1 Fleet markersEPs Soviet110 ' Marat, Parizhskaya
Kommuna, Oktyabrskaya Revolutsia 2 Kirov, Maksim Gorky; Voroshilov (Black
Sea)
Germany: German and Italian units can be set up in any hexes
friendly to Germany. However, only one German unit (and no Italians) can be placed
in Finland at the start of the scenario. Axis minor ally units must begin within
their home countries. 6-3 infantry On Map15 In ForcePool9 8-5 armor 7 1-3
paratroops 1 2 4*-4/3 air 2 4-6/1 air 4 6-12 air 5 2-4/1 naval air
1 Battleships 3 (1) Heavy cruisers 3 (2) Light cruisers 2 Tactical
subs 1 Carriers (Graf Zeppelin) Generals 5
(3) STPs 4 ATPs 2 Airfields 2 Offensives 15 Economic Reserve 10
EPs (1)Lutzow, Scheer, Schleswig-Holstein (2) Blucher, Hipper, Prinz Eugen (3)
Kliest, Guderian, Hoth, Hoepner, Manstein | German
Partners: All Rumanian, Hungarian, Bulgarian, and Finnish units are used and must
be set up in their home countries.
Two Italian 4-3 infantry units can
be set up in any hexes that are friendly to Germany (but not in Finland). No other
Italian units are used. Special
rules
-
The Soviet Union can buy up to 8 fortifications, 4 airfields, and 30 offensives
before the scenario begins, subtracting the cost of these purchases from its 110
EPs. Installations are placed completed, not under construction. - The Axis
player automatically has initiative for the first three months of the scenario.
Initiative for the Autumn season is determined normally. - No strategic warfare
is allowed in this scenario; skip that portion of the turn. - During the Autumn
seasonal turn, nations do not receive their normal income. Instead, each player
receives income as listed in [7.1 ]. No Italian or Western Allies EPs are gained.
The Soviet player rolls normally for his Siberian transfers. - If the weather
is fair during October, it is automatically winter during November. Weather effects
on air units are determined normally for all months.
Victory
The
German player earns victory points for capturing key city hexes, as follows:
2
points each for Kiev, Minsk, Odessa, Riga, Vilna 3 points each for Smolensk,
Kharkov, Vorenezh, Rostov, Sevastopol, Murmansk, Maikop 10 points each for
Moscow, Leningrad, Stalingrad Points
for an objective are halved if a land supply line cannot be traced from the city
to a German supply source; minor ally (German partner) supply sources do not count. Subtract
3 from the point total for every hex of Germany that is friendly to the Soviet
Union at the end of the game. Subtract 10 for every German partner conquered
by the U.S.S.R. German Strategic Victory: 42 or more points German Major
Victory: 25-41 points German Minor Victory: 19-24 points Soviet Minor Victory*:
15-18 points Soviet Major Victory: 10-14 points Soviet Strategic Victory:
9 or fewer points *Historical result
Extending the Scenario
An
interesting game in progress after six months need not end with the December 1941
turn. Instead, players can proceed directly to the Winter 1942 seasonal turn by
following the rules for scenario 8.
One modification is necessary to reflect
the reduced Autumn 1941 income from scenario 7: The German player can place in
the Winter box of the turn track one air unit, or one or two armour units, or
an armor unit an air unit.
If none of these units are available in the
force pool at the end of 1941, the German player gets nothing else in their place.
The
Soviet player can place one air unit or one armor unit, if available. |