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HEAT OF BATTLE HOB

All-Time Favorites
Dear Tournament directors and players, January 2003

Welcome to the first installment of Heat Of Battle's All-Time Favorites. Along with our customers, we love these
scenarios. However, we felt they needed slight tweaks for errata and balance. Thus we saw an opportunity to
update them for the benefit of the gaming population.
A second reason to offer these is that they are tournament-sized scenarios. HOB has been very supportive of
tournaments with prizes. At the same time, many of those same tournaments had very few HOB scenarios on their
play lists. So we hope that Tournament Organizers will both ask us for donations and utilize our well-received and
thoroughly play-tested scenarios.
The scenarios are *new* with updates and errata included and are the perfect size for a round. Our goals are to
provide scenario choices for all of the time frames and theaters of WW2, as well as not requiring the player to own
our campaign games or packs to play.
If this project proves to be successful, we will continue to update our personal ATFs and offer these as free
downloads.

Enjoy, and win with Heat of Battle!

The guys from Heat of Battle


www.heatofbattle.com

ATF # Name original # ROAR # of Playings ROAR Rating


ATF 1 Paper Line RbF I-5 3:1 < 10 8
ATF 2 One Eye to the West NQNG! 6 20:38 58 7
ATF 3 Bear Hunt NQNG! 3 21:11 32 6.97

These ratings are based on previous versions of these scenarios. Changes were made to even the score and make these scenarios perfect for
Tournament play.

Paper line. A Scenario with many options, the 9 turn length plays very fast with the smaller unit density and Armor, it also gives the German
and French player many options. In the playings thus far, the winner is still in doubt until the last turn, however the German was getting enough
fire power to break the French. This scenario was updated with errata on Tactical Objectives and the addition of a French Half Squad. This has
shown to even the score.

One Eye to the West: This is one of our favorite scenarios. It started out a lot larger in the original design, but we found it a better scenario by
using half of the original designs action. In playings the Russian player had to be the better one and must have a solid plan for crossing the river
quickly. We wanted to make this a staple of playings as it has all the popular elements for short and tourney play. To even this one out we added
a Sherman and expanded the Russian set up area. This will make the initial German decision to blow the bridge a harder one, but the Tactical
Objectives are still a challenge for both sides and thus even out.

Bear Hunt: This action again sees lots of playings and is a tournament favorite. It was found that the Partisans were always losing by one or
two points and always at the last turn of the game. There are lots of decisions for both players that make the replayability extremely high,
however always coming down to the last DR; and luck is not always with the Partisans. We also found in our after action interviews that the
Partisan players like to pad their CVP total and that leads them to stay in the open too long thus the SS relief force can hit them hard. For this
scenario a simple fix is at hand by lowering the CVP needed to win from 6 to 5. This has shown to allow this scenario to balance out.

©2003 Heat of Battle www.heatofbattle.com


PAPER LINE HOB
ATF 1 HoBs All-Time Favorites
(RbF I-5)
Battlefield Orientation:
35 33 N

16 19

SCENARIO VARIABLES
Tactical Objective: EC Moderate
The Germans win at Game End if there is a continuous path of
road hexes free of French Armed-Good-Order-MMC/AFV-with- Weather Clear
functioning-MA on/adjacent to it starting from 33K6 through to Wind No Wind at start
either 16A6 or 35GG6.
Terrain None
Play Balance:
French: Add one 4-5-8, one dmHMG, and one Motorcycle w/Sidecar
German: Exchange two PSW 231 (6) with two PSW 231 (8)
Historical Perspective
Historical Special Rules Orp le Grand, Belgium, 11 May 1940: General Rene Jacques Prioux was ordered
across the Dyle River to recon that area for the French First Army so that they
could take up positions on the “Dyle Defensive Line”. Prioux’s elite 3rd Calvary
1. Treat the AMD 35 with theArmor leader as being Radio Equipped.
Corps, the 2nd and 3rd DLM found the vaunted “Dyle Line” existed only on paper.
2. German AC may not leave a road hex, nor stop, until an enemy unit is sighted (in While looking for a suitable defensive line, the news of a German breakthrough at
LOS) by any German unit. the Albert Canal by Hoepner’s XVI Panzer Korps reached the Calvary. General
Prioux frantically tried to warn the First Army, but the lack of telephones and long
range radios made the task more difficult. The only thing left to do was to slow the
Germans as much as possible. The first skirmish occurred between the
reconnaissance elements of the 4th Panzer and the 3rd DLM.

TURN Aftermath:
Panhards of the 3rd DLM and PSW of the 4th Panzer ran headlong into each other.

1 The Germans assumed that they would simply push the French out of the way. The
small French force proved stubborn and skillful. The French forced the Germans to
deploy starting off a chain of events that allowed the First Army time to occupy
their positions along the Dyle.
German Moves First [ELR: 4] [SAN: 2] [N/A]
Aufklärungsabteilung of the 4th Panzer Division enter on
2 French Moves Second [ELR: 3] [SAN: 3] [N/A]
6th B.L.M. 12eme Cuirassiers 3eme Division Légère enter
turn 1 from any east edge road hex, having already expended
1/4 of the printed MF/MP allotment (FRU) 3 on turn 1 from any west edge road hex, having already expended
1/2 of the printed MP/MF allotment (FRU)

AT

4
1 dmMMG E E dm MMG ATR
Pa

M 12
K
35

1
9-1

8-0

9-2

1PP
2PP

/36

2PP

2-2-8 3
41-6-7 3-8 41-5-8 2-4-8 1-12
37L

5
H6 [9]
4 2 3

A INF *34 *34 35 *23 28 28 24 9-1

6
PS

M 11
PS

PS
PS

AM
leI

W
W

W
W

1 B11
G

2 0 2
23

2
22

23
22
18

1(

35
2

1(
1

6R

1 2 1 B11 1
8R

1 1
)

2 B 11 1
)

1 2 2 -1 -1
75* CMG -/5/* 20L (4)
-/5/* 20L (4) -/5 20L (4)
-/4 25LL -/4 M10 0PP M9 3PP

28 28
4
24
2 2
7 5 3
Op
el

8
B lit
z

T7 -1 -1
21PP M10 0PP M9 3PP
2 3

9
END
Design: Steve Dethlefsen ATF 1
©2003 Heat of Battle www.heatofbattle.com
ONE EYE TO THE WEST HOB
ATF 2 HoBs All-Time Favorites
(NQNG! 6)
Battlefield Orientation:
only hexrows R-GG on board 21
and 45 and A-P on board 23 21
(inclusive) are in play

N
23
45
SCENARIO VARIABLES
Tactical Objective: EC Moist
The Russians win at Game End by having more VP
on board 45 than the SS. Units only count for VP purposes Weather Clear
when in hexes numbered < 6. Wind No Wind at start
VP are calculated like Exit VP, except that only Good Terrain All Multi-Hex buildings are
Order Infantry units count (Vehicle crews NEVER count). Level 1 only (see HSR 4)

Play Balance: Historical Perspective


Russian: Add one JS-2M
Vienna, Austria, 12 April 1945: The last fighting units of the LAH found
German: All German 8-3-8 are Fanatic themselves in Vienna holding a similar situation as they faced in Budapest:
Overwhelming odds and single tanks tasked to perform the mission of regiments.
The men of the LAH believed they should be in Berlin guarding the Führer as their
Historical Special Rules moniker stated. Hitler, however, had turned on them ordering all memebers of the 1st
1. No unit may enter the Donau River. SS to remove their cuffbands as punishment for not stopping the Soviet advance. The
Russian steamrollers had flattened Eastern Europe and were now crushing Central
2. Both sides are Elite for SpecialAmmunition purposes (C8.) Europe and Germany.
3. All SS 8-3-8 areAssault Engineers (H1.22). Only Assault Engineers may set a DC on In Vienna the last gasp of the once proud 1st SS stood on the banks of the Donau
a bridge as per A23.7-71 (NOTE: DC may only be SET during play). facing the 6th Guards Tank Army. To stop the massive Soviet onslaught the SS had
only one surviving tank and one FlaK gun. Shermans and JS-2's stormed towards the
4. All Multi-Hex buildings are Level 1 only, with an inherent Stairwell in each hex. All remaining bridges before the Germans could blow them.
Single-Hex buildings are Ground Level only and are One Level Obstacles. Hordes of battle hardened Soviet infantry forced their way across the bridges.
Nothing, it seamed, could stop the Russian steamroller. Surrender was never an
option and especially so now.

Aftermath:
As the Russian tanks and infantry moved across the Donau, forcing past any
German Set Up First [ELR: 3] [SAN: 3] [N/A] defenders, a seperated armor and infantry unit from "Das Reich" arrived with some
TURN Panthers and relatively fresh infantry.
They helped with the rear guard action in the commercial district west of the river.
Rear guard of the 1st SS Panzer Division "Leibstandarte"
set up west of the river, and/or < 3 hexes from a bridge
1 The Soviet onslaught was slowed enough for the remainder of the LAH to head west
and surrender to the Americans; barely outpacing the pursuing Soviets.

Russian Moves First [ELR: 3] [SAN: 2] [164]


2
MMG DC

2
9-1

7-0

3PP

1PP

X12 Elements of the 6th Guards Tank Army set up on board 21


83-3-8 2
6 -5-8 2-2-8 5-12 30-1
E 1

3
E
3
10-2

9-1

8-0

KG Barkmann 2nd SS
AA 11 Pz Div "Das Reich" 6-2-8 5-2-7 4-5-8
enter on/after turn 3

4
M8
Pz

26 4 4 10
VI
Fl

along the west edge


B
aK

8
vr
lg

3
38

1
10-2 *15 LMG DC M4/76(a) 14 13
*20L(20) 88LL 3/5/2
Pz

1
IS
VG

18
-2

5
26
m
1PP

1PP

11
6 B11 X12 11
1 1 4
Mixed Elements of the 2nd and 1st SS Pz Div 2-6 30-1 B 11
enter on/after turn 1 along the west edge 75LL 3/5/2 76L 2/4/4 122L 1/4R2/4
4 2
LMG PSK

6
3 2
1
7-0

1PP

1PP

X10

83-3-8 62-5-8 3-8 12-4

7
4 2

END
Design: Steve Dethlefsen ATF 2
©2003 Heat of Battle www.heatofbattle.com
BEAR HUNT HOB
ATF 3 HoBs All-Time Favorites
(NQNG! 3)
Battlefield Orientation:
only hexrows A-P on boards 5, 32, and 34 and hexrows R-GG on
board 39 are in play N
32
34
5 39
SCENARIO VARIABLES
EC Wet
Tactical Objective: Weather Deep Snow
The Partisans win at Game End if they have amassed > 5 more CVP
than the Germans (Captured units do not count double). Wind No Wind at start
Terrain Extreme Winter conditions.
Play Balance: Place Wooden Rubble in
Partisan: Change the TO to > 4 CVP 32C1 and 32D1
German: Change the TO to > 8 CVP Historical Perspective
South of Cherkassy, Russia, 19 December 1943: As the third winter of the war swept over
the Eastern Front a pattern was being repeated: intense and murderous weather forced the front lines to be
Historical Special Rules delineated by strings of distant villages, while partisan bands had been ordered to burn every building capable
of sheltering their oppressors from the cold. Furthermore, Russian counterattacks had forced the Germans to
withdraw from exposed parts of the front...despite Hitler's refusal to yield any ground. In one of those actions
1. Extreme Winter is in effect, but the B#/X# is reduced by 1 for both sides. members of the 3rd SS were acting as rear guard as it held back the mighty Russian "Bear".
As the rear gurad withdrew they collected stragglers and vulnerable outpost garrisons which they were to
2. The German outpost garrison is Lax. Additionally, the garrison may not exit their deliver to more prepared defensive positions further to the west. As the SS pushed through the Russian forest
they fell upon an outpost of about twenty men which had been slaughtered to the man. As the soldiers attempted
initial setup area, until at least one Good Order SS unit/AFV has entered hexrow to remove the bodies, boobytraps exploded, killing three more men. The SS knew this was Partisan work. The
39EE-34C. horrors of warfare on the Eastern Front had been transcended by the addition of Partisans into the fighting.
Even the minus 45 degree weather couldn't chill the rage of the SS-men as they continued on their mission. As
3. German AFV are not recalled if their MA is Disabled, instead a "+1 Stun" is placed. the angry convoy left the outpost they noticed a hastly errected sign at the crossroad. The sign read:
Any vehicle which is Recalled must attempt to exit along thewestern board edge. "REVENGE".

4. Riders are NA. Infantry using Armored Assault do not have to pay the additional
Aftermath:
Within an hour of leaving the outpost lead elements of the convoy heard gunfire in the distance. A sidecar was
MF expenditures of E3.723. sent out ahead and came back with the disturbing news that another outpost was under attack by Partisans.The
commanders of four Mk IIs begged to drive on ahead and exact their own vengeance.
5. All units in theAllied OoB are Partisans. All 5-2-7/2-2-7 have MOL capability. The The experienced commander knew better and ordered the column to stay together in case the Partisans struck
Partisans have Boobytrap Level B. All Partisans may set up concealed if in from the woods. As the convoy grew closer to the fighting the tanks were finally set free. Two halftracks
concealment terrain. Only Partisans may use Paths. followed at top speed. Clad in heavy winter clothing the infantry trudged along in the deep snow staying in the
tracks made by the vehicles. A few minutes later the tanks were engaging the Partisans and began tearing into
6. No Quarter is in effect for both sides. their ranks. Suddenly, the sidecar returned to the struggling infantry and ordered them to spread out into the
woods to continue the hunt. The stunned defenders of the outpost were saved, by minutes, by the SS.
When the time came for a bodycount, the Germans had two more dead and six wounded while the Partisans had
lost over twenty. The German captured scores of weapons, but no prisoners were taken.

German Set Up First [ELR: 2] [SAN: 3] [124] Partisan Moves First [ELR: 5] [SAN: 4] [N/A]
TURN
Wehrmacht Outpost Garrison set up < 3 hexes from 32D3
(HSR 2):
2 2 LMG
1 Elements of local partisans set up > 5 hexes from 32D3 and
on/west of hexrow 39Z/34H. The Partisan player must choose
ONE of the following OoB choices, prior to German setup

2
(HSR5)
1
8-0

1PP

OoB 1: may HIP 4 squads (plus any SMC/SW stacked with it)
4-4-7 2-3-7 3-8
1 ATR
4 2

3
9-1

7-0

1PP

Rearguard of the 3rd SS "Totenkopf" enter on/after turn 1 3-3-7 5-2-7 1-12
along the east board edge [ELR: 5]:
14 2

4
LMG MMG
14 OoB 2: may HIP 2 squads (plus any SMC/SW stacked with it)
2
9-1

8-0

1
Pz
3PP
1PP

3
1 LMG ATR
IIF

B 11 1
62-5-8 3-8 5-12 2 1
9-1

7-0

1PP

1PP

20L (4)

5
-/5 B11
3-3-7 5-2-7 2-6 1-12
6 2 4
10 3
16 16 24 OoB 3:

6
SP
SP

1
W

1
25

1 LMG
25

1/s

3 1 3 1
1/2

MG

[2-60] 7PP* -1 1
9-1

7-0

1PP

81* -/-/3* AAMG -/7*/3* M9 3PP B11


3-3-7 5-2-7 2-6
END 4 7 2

Design: HoB ATF 3


©2003 Heat of Battle www.heatofbattle.com

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