White Star Rising….Or Red Star running?
SS Panthers take the Northern Bridge without contest. The HQ Panther can bee seen parked right on the actual crossing.
The disrupted Soviet Infantry are bypassed by the SS Grenadiers advancing into the town. Comrade Commander Barrofski leads the heroic defence of his position and reduces and disrupts the nearest SS Grenadiers.
Next week will see a Soviet Counter attack to retake the river crossings.
Another 8 turns completed last night (16 in total so far). The Russians are swarming the southern river crossing with T34’s and have crushed the defending Germans in the region. The town is still held by a strong German infantry force backed by several Sdkfz 251/9 SPG’s. To the North the Russian T34/85 brigade was chewed up by Artillery, air strikes, defending Panthers and a counter attack by Stug’s and PzIV’s.
Below are some notes for the next game, some of which we were already using. The new stuff is in Blue.
WHITE STAR RISING ERRATA
I. Close Assault: Infantry platoons may only close assault armour units in the open if they are adjacent to them, (i.e., close enough to rush.) The town and city rules stand.
II. The Leadership bonus to an attacking unit’s firepower (or assault factor) is treated as an augmented bonus (6.1.4). i.e. you roll the extra leadership dice but the maximum number of hits is no more than the base attack dice for the unit the HQ is stacked with. So a Pak 40 could roll 6 attack dice but is limited to a maximum 4 hits.
III. Mortars & Artillery:
- If more than 1 target in hex add 1 extra attack dice.
- Roll defence dice as per the rules but the first hit from Artillery against armour is ignored (as if they were dug in).
- Soft target in hex with armour get 1 extra defence dice.
Artillery ([email protected]) against 1 Tank and 1 infantry in the open: Roll [email protected] and score 3 hits. The Tank ignores the 1st hit, the infantry is disrupted. The 3rd hit is allocated randomly. If the tank then it’s disrupted if it’s the infantry then it is reduced.
IV. Armour bonus for cover is 5+ always, for all types. Use a separate colour ‘cover’ dice and roll them as needed.
V. Concealed infantry: may not be reduced by direct fire, it can be disrupted at worst.