It is late June 1941.  The Motherland has been invaded by the treacherous fascist vipers.  They
have penetrated the frontier and beyond into the heartland of the Ukraine heading for Kiev.  

Your Division has been isolated and surrounded by the enemy in a pocket around a major town!

Food and ammunition are both low, morale is soaring however as your men thirst to come to
grips with the enemy.

Your Company of three Platoons of three rifle squads, an Support Platoon of three Maxims and
three light mortars, and a sniper has been holding a railway yard for several days, and have
been ordered to spearhead a break-out towards the west.   Supporting you, as Battalion assets,
will be an SMG Platoon of three squads, an Anti-Tank Platoon of two 45mm AT guns and two AT
Rifles, and an HMG Platoon of  four Maxims.  You will be also supported by Platoons of three
T26, three BT and two KV1 tanks, which are the only remaining armour available to you in the
area.   

In addition the Battalions six  81mm mortars have been ordered to concentrate their fire in your
sector.  You have zeroed in the co-ordinates of three locations.  You will have artillery support
for the first five turns.

You can deploy anywhere within the eastern half of the table. Except within 12” of the northern
road.  Enemy tanks have been reported moving in this direction!

Speed is of the essence to break through the enemy cordon before they have an opportunity to
tighten the noose around the town.

Reinforcements have been promised as you make a successful breakout, though what form this
will take is uncertain.  You have D4 fakes.

Za Rodinu!


Key Objectives
·        Hold railway yard.
·        Exit western table edge.
Rob's Soviet Orbat
Sniper
Infantry Platoon 1 - Three ten-man (poor) rifle squads
Infantry Platoon 2 - Three ten-man (poor) rifle squads, attached Maxim + D6 Big Man (1) and
                                                                                                                                               D4 Commissar (3).
Infantry Platoon 3 - Two ten-man (poor) rifle squads + D6 Big Man (1).
Infantry Platoon 4 - Three eight-man (good) SMG Squads
Support 1 - Two Maxims (3 crew)
Support 2 - Three Light mortars (2 crew)
Support 3 - Four Maxims (3 crew)
Support 4 - Two AT rifles (2 crew)
Gun 1 - 45mm AT Gun (4 crew)
Gun 2 - 45mm AT Gun (4 crew)
Armour 1-3 - Three BT7
Armour 4-6 - Three T26
Armour 7,8 - Two KV1

Rob's Soviet Reinforcements (Unaware of at game start)

Support 5 - Two Truck Mounted Quad Maxims for AA Support

Armoured Train
Support 6 - Two 76mm Howitzers with HE only (Gun 4) in Armoured carriage (Armour 2).
Support 7 - Four Maxims in Armoured Carriage (Armour 2).
Support 8 - 37mm Light AA (Gun 5) on flat car.
Infantry Platoon 5 - Ten-man NKVD Rifle Squad with D6 Big Man (4) in boxcar.

National Characteristic Cards
Uhraieee Assault
MG Bonus
AFV Bonus Move
Comissar
Hesitant Troops
Heroic Commander
Rally (NKVD) only
Blinds Move
Artillery Location 1-3
Vehicle Breakdown


Soviet Briefing - Rob Avery