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Conflict of Heroes: Monster Tanks of the Eastern Front

Expansion for Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition)Expansion for Conflict of Heroes: Awakening the Bear! – Russia 1941-42Expansion for Conflict of Heroes: Storms of Steel! – Kursk 1943

Conflict of Heroes: Monster Tanks of the Eastern Front Rulebook

Table of Contents

Table of Contents

  • Monster Tanks – Göringstrasse!
    • Firefight Overview
    • Historical Notes
    • Setup
    • German Forces: Defenders of Berlin
    • Soviet Forces: 8th Guards Army
    • Special Rules
    • Round Track
  • Sandomierez Counter Attack
    • General Situation
    • Historical Aftermath
    • Setup
    • German Forces: 1st Plt, 501st Heavy Tank Battalion
    • Soviet Forces: 3rd Plt, 6th Guard Tank Corps
    • Round Track
  • X Oktybra State Farm
    • General Situation
    • Aftermath
    • Setup
    • German Forces: 92nd Mot. Infantry, 2nd Pz Rgt
    • Soviet Forces: 158th Hvy Tank Bde and 131st Rifle Div
    • Round Track

Monster Tanks – Göringstrasse!

Firefight Overview

Through the suburbs of Berlin, Soviet tanks and hordes of infantry are steadily advancing towards its downtown sector, brushing away any form of resistance. However, at Göringstrasse, a street leading directly to Hitler's last bunker, the Red Army for the first time meets real resistance. Fanatic soldiers of the French Waffen SS Division "Charlemagne" are barring the way. These experienced combat soldiers prefer death in combat to a life in a French prison. They make the Russians pay dearly in blood for every advance of an inch. Surprisingly, the French SS soldiers receive reinforcements in the form of two tanks formerly unknown to the Soviet - hulking monsters that can shred Soviet attacks within seconds. These tanks are the 'Maus' and the 'Panther F', experimental German tanks issuing from the secret "Kummersdorf" laboratory. They are rushed through final production and are thrown into battle at the special request of the Fuehrer himself. After hearing of two attacks being repulsed by the Wunderwaffen, General Chuikov, the hero of Stalingrad and Zhukov's champion in Berlin, decides to send in his own big guns. The super heavy "Joseph Stalin 3" tanks, beasts deserving of a chance to spearhead an attack on the German monster tanks. Using the JS-3 heavy tanks, the local Soviet commander should hopefully be able to break through the line of the French SS combat veterans to blast open the proverbial gate to Hitler's last retreat…

Historical Notes

The Panzerkampfwagen VIII "Maus" ("Mouse") was a super heavy tank developed by Ferdinand Porsche around 1943-1944. It turned out to be a purely utopist project, sheer megalomania fueled by Hitler's delight in overblown projects. Weighing 190 tons and armed with a 12.8cm gun, nearly all plans to ever actually field the Maus were dismissed by the time the first prototype was finished in 1944. Germany's resources were too sparse to allow for a project such as the Maus. Only the prototype was built to completion and the Germans were to have destroyed it as the Red Army was about to conquer Kummersdorf, where the Maus was designed.

Some sources, however, claim that the Maus was actually used to fend off the Red Army, being destroyed without having much of an impact on the battle. All remaining manufactured parts for Maus production were reused in the defense of Berlin 1945. In fact, some gun turrets were actually built into bunkers as heavy artillery. These converted Maus gun turrets actually fired on the Red Army several times - but as a piece of static artillery rather than as a tank. Oddly enough, German engineers designed a tank even heavier than the Maus - detailed plans were finished for the 'Landkreuzer P-1000 Ratte' (the 'Land Cruiser P-1000 Rat'), a tank weighing 1000 tons and carrying as main armament a gun turret designed for a battleship. This monstrosity, however, was too much even by Hitler's standard. Although it would have been ready for construction, the Ratte never made it past the blueprints stages.

The Panther F was designed as an upgrade to the Panzer V 'Panther' tank. It was to be equipped with a much leaner turret and with range-finding equipment. Much of its design was well ahead of its time, and its blueprints supposedly had significant influences on the design of many post-war tanks developed by Soviet and Allied companies.

The IS-3, "Ioseph-Stalin-3", was the only one of all these giants to actually make it into serial production, beginning in May 1945. However, the IS-3 never saw combat against the Germans, only against the Japanese on the Manchurian front. In this "What-If" firefight, we have decided to predate the production of the IS-3 by a few months to allow it to brave its maiden voyage in the streets of Berlin.

The stats for all of the tanks in this game are based on actual blueprint and prototype data.

Waffen SS Division 'Charlemagne'. After the German army realized that the war would drag on for quite a while, the Waffen-SS started to recruit heavily from friendly local populace, forming entire divisions composed of foreign soldiers. These included French, Danish, Russians, Bosniaks, Croats, Cossacks, and others that were willing to fight for Germany for other political and nationalistic reasons. Even more than 1,000 Indians volunteered to fight under the swastika! Not all of them were much of a help, though: the Bosniak Division was better known for brutal atrocities than for battle prowess while the Indian Legion, stationed in France, was more prone to fall victim to the pleasantries of French culture than the attacks of French partisans. In a strange twist of history, the last defenders of Hitler's Reichskanzlei were actually French Waffen SS soldiers of the SS Division "Charlemagne". Much to the surprise of war correspondents, the soldiers of Charlemagne proved to be combat hardened fanatics that would not willingly give up an inch of ground. The French held off the Soviets with a death defying determination, impressing even their opponents. The last soldiers to receive the Iron Cross were soldiers of Charlemagne, although only a handful of members saw the end of the war. Some, and many other German SS soldiers, would again bear arms together a few years later in Vietnam, this time fighting under the French flag.

Setup

  • Commanders: 2
  • Initiative: Soviets on Round 1.
  • CAP Allocation per Round: Germans 8 CAPs; Soviets 10 CAPs each. (CAPs adjustments cannot fall under 4 for either side.)
  • Cards: Shuffle all action and bonus cards under #40. Each commander receives 2 cards on round 1. In each round thereafter, the German player receives 1 additional card and the Soviet player receives 2 additional cards.
  • Map Setup: Map 5.
    • Place Road Blocks on D04, D06, C15 and E17.
    • Place Rubble counters on C05, D05, D08, E03, F07, F13, G08, I05 and J11.
    • Place Trenches on G09, G11, H13, G15, E16.
    • Place Barbed Wire on F10. Place a Bridge counter (represents a Soviet pontoon bridge) on B11.
    • Place Control Markers, German side up, on Hex C10 and J10.

This firefight requires components from Awakening the Bear 2nd Ed, Wrecks and Destruction Expansion Sheet, and Monster Tank Expansion Sheet.

German Forces: Defenders of Berlin

Kampfgruppe Kummersdorf with Prototypes

Setup Round 1: Place anywhere on Map 5.

  • 1x Maus
  • 1x Panther F
  • 1x Flak 18 (place hidden)

Elements of the 33rd Waffen-SS Grenadier-Div. "Charlemagne"

Setup Round 1: Place in any Terrain that gives a DM-Bonus. 2 Units may be set up hidden. Hasty Defense may be placed with any unit. Place Roadblock anywhere on Map 5.

  • 2x Pioneers
  • 4x Rifles
  • 3x LMG
  • 1x HMG
  • 1x Panzerschreck
  • 1x 8cm Mortar
  • 6x Hasty Defense
  • 1x Roadblock

Orders: For many years we have been fighting for the glory of the Reich - now, let us make our final stand and die with honor! Most of us will never see another sun rise - let us ensure that the Soviet sun rises to face myriads of Soviet graves. Through the kindness of the Fuehrer, we have received two secret weapons. With their help, we will bury the Bolsheviks in the ruins of our beloved capital.

Victory Points:

  • 1VP - Immediately score each Soviet unit eliminated.
  • 2VP - Immediately score for destroying the JS-3.
  • 1VP - Per control marker at the end of each round.

Soviet Forces: 8th Guards Army

Mixed Soviet Assault Forces

Enter from the northern edge of Map 5.

  • 1x JS-3
  • 2x T34/85
  • 1x KV-85
  • 8x Rifles

Round 3: Soviet Infiltration Force

Enter from the eastern or western edge of Map 5 (choose one edge).

  • 1x Pantera
  • 4x SMG-Rifles

Orders: We are so close! Between us and the innermost heart of the Reich are only a few flimsy Frenchmen and these monsters the Nazis have thought up in their secret labs. Never mind! They are not the only ones able to rely on heavy fire power. Chuikov has sent us some JS-3 to tackle these German abominations. We will slash through their defenses: Nobody stops the glorious advance of the Red Army - no secret German tanks, no French Nazis, nobody! As soon as we control the Göringstrasse, we can send our forces against the Fuehrer himself - onward for Stalin!

Victory Points:

  • 2VP - Immediately score each German unit, except the Maus, eliminated.
  • 7VP - Immediately score for destroying the Maus-Prototype.
  • 1VP - At the end of each round for controlling Hex C10.
  • 2VP - At the end of each round for controlling Hex J10.

Special Rules

Panzerfaust: German pioneer and rifle units have access to Panzerfausts (like a Weapon card) and can fire them as an action for 4 APs. Apply the following Firepower: Blue 10 / Red -1 FP, Range 1. Short range and CC-modifiers apply. If the unmodified attack 2d6 result is < 5 (less than 5), the supply of Panzerfausts is exhausted and can no longer be used by the Germans.

The Panzerfaust ("Tank Fist") was one of the most effective designs of the Reich: Simple, very cheap to produce and easy to use, it proved to be probably the most famous anti-tank weapon of World War 2 and was the basis for countless other anti-tank systems. During the defense of the Reich and especially in the narrow streets of the German cities, the Panzerfaust was the first and only line of defense against the Soviet tanks.

Soviet infantry (rifles and SMG) can use the Panzerfaust too; although they have to pay 5 AP for fire one as an action. If the unmodified attack 2d6 result is ≤ 5 (equal or less than 5), the supply of Panzerfausts is exhausted and can no longer be used by the Soviets.

The Soviets did not possess any comparable anti-tank weapon, but they were quite happy to use any Panzerfaust they could lay their hands on. Finding them in conquered German army positions did not prove to be difficult: The Reich produced over 6 million of them, leaving more than enough for Soviet use.

Ammunition shortages: The German player cannot modify any attack die roll with CAPs.

Mon honneur s'appelle fidelité: All SS-Units treat all hit counters as a "Foot unnerved" counter. The only exception is the "Foot KILLED" counter, which still counts as an instant kill.

Just like regular SS, the French Waffen-SS-soldiers of Charlemagne insisted that "their Honor was Loyalty". Soviet forces highly respected and feared the SS and Waffen-SS as enemies, and the soldiers of Charlemagne lived up to this respect. During the defense of Berlin, nobody fought fiercer or with less concern for their own survival than the French SS-soldiers. They knew well that life had nothing in store for them anymore and history proves them right: The few of them captured alive and handed to the French authorities were abused in prison and then executed without trial.

Red Flood: Destroyed Soviet T34-85 and KV-85 tanks may attempt to re-enter the game during the round after they are destroyed. At the beginning of the round after one of these tanks is destroyed, and after Soviet CAPs have been reset, a 2D6 die result of 7 or higher immediately allows a tank to be removed from the CAP track to re-enter the battle as a reinforcement that can enter from the northern edge on round 2 or, from round 3 on, either the eastern, northern or western edge of the map. A 2D6 result of 6 or less results in a tank being permanently out of the game and remaining no the CAP track. This die roll may not be modified with CAPs.The German player still gains VPs every time he destroys a Soviet unit, including re-constituted tanks.

The Red Army stormed Berlin with exceeding numerical superiority, outnumbering the city's defenders by far. Tanks especially were churned out by Soviet factories in numbers large enough to deprive German commanders of any respite.

Round Track

  • Round 1: Initiative (Soviet). Control C10: German 1VP, Soviet 1VP. Control J10: German 1VP, Soviet 2VP.
  • Round 2: Control C10: German 1VP, Soviet 1VP. Control J10: German 1VP, Soviet 2VP.
  • Round 3: Reinforcements (Soviet). Control C10: German 1VP, Soviet 1VP. Control J10: German 1VP, Soviet 2VP.
  • Round 4: Control C10: German 1VP, Soviet 1VP. Control J10: German 1VP, Soviet 2VP.
  • Round 5: Control C10: German 1VP, Soviet 1VP. Control J10: German 1VP, Soviet 2VP. Firefight Ends.

Map note: the firefight's map diagrams (reinforcement entry arrows and hex-row labels, including "Soviet Forces Enter Round 1" and "Soviet Reinforcements Enter Round 3") are graphic and are not reproduced. The entry rules are given in the setup and unit text above.

Sandomierez Counter Attack

General Situation

In early August 1944 the First Ukrainian Front crossed the Vistula River near the Polish city of Sandomierez. The Germans counter-attacked with armored forces including their new King Tiger tanks to eliminate the bridgehead. However, the Soviets had T-34/85's and were very well hidden. Near the village of Oldegow, the two forces met.

Historical Aftermath

The German forces walked into an ambush. A pair of Soviet T-34/85's, led by Captain P. Ivushkin, knocked out several King Tigers with shots to their side and rear. The German counter-attack failed, and the debut of the King Tigers demonstrated they were not as good on the offense as the defense.

This firefight requires components from Storms of Steel, Awakening the Bear, 2nd Ed, and the Monster Tank Expansion Sheet.

Setup

  • Commanders: 2
  • Initiative: Germans on Round 1.
  • CAP Allocation per Round: German 5 CAPs; Soviet 6 CAPs.
  • Cards: Shuffle all action and bonus cards through #30. Each commander receives 2 cards in round 1 and 1 card each round thereafter.
  • Veterans Cards: Soviets receive the Hidden Actions card.
  • Map Setup: Maps 1 and 2. Place Soviet control marker on hex 2-H08.

German Forces: 1st Plt, 501st Heavy Tank Battalion

Setup: The Germans enter along southern map edge.

  • 1x King Tiger
  • 1x Tiger
  • 2x PzIVh

Orders: Your platoon must take the village of Oldegow.

Victory Points:

  • 1VP - Immediately score each Soviet unit eliminated.
  • 1VP - Control Hex 2-H08 at the end of each round.

Soviet Forces: 3rd Plt, 6th Guard Tank Corps

Setup: Two T-34/85's may be placed anywhere north of map 1, row G, hidden. The remaining units are placed anywhere north of row D, map 2.

  • 2x T-34/85*
  • 4x T-34c
  • 1x Su-122

Orders: Ambush the Germans and prevent them from taking Oldegow.

Victory Points:

  • 1VP - Immediately score each Pz IVh eliminated.
  • 2VP - Immediately score each Tiger eliminated.
  • 3VP - Immediately score each King Tiger eliminated.
  • 1VP - Control Hex 2-H08 end of rounds 3, 4, 5.

*Soviet T-34/85's can use the hidden actions card once per tank.

Terrain note: Due to the sandy terrain, vehicle track bonuses are downgraded by one level (i.e., a T-34 maneuvers like it has one, not two track bonuses). Roads are ignored except through woods.

Round Track

  • Round 1: Initiative (Germans). Germans: score Control Hex.
  • Round 2: Germans: score Control Hex.
  • Round 3: Germans: score Control Hex.
  • Round 4: All: score Control Hex.
  • Round 5: All: score Control Hex. Firefight Ends.

Map note: the map diagram labels "German Entry", "Hidden T-34/85's north of row H" and "Remaining Soviet vehicles north of Row D" are graphic and are not reproduced. Oldegow is marked on the map with a 1VP German and 1VP Soviet marker.

X Oktybra State Farm

General Situation

27 July 1942: "Driver, crush the gun!" - Vasily Krysov, from Panzer Destroyer

During late July, the Germans launched their Fall Blau offensive in the southern Soviet Union. Near the Don River, the Soviet 158th Separate Heavy Tank Brigade of the 28th Tank Corps of the 1st Tank Army attacked the Germans across the flat Don Steppe in an effort to slow the German offensive. At the X Oktybra State Farm, KV-1S tanks supported by infantry assaulted the positions of the German 60th Motorized Division of the XIV Panzer Corps.

Aftermath

The 1st Tank Army's counterstroke blunted the drive of the XIV Panzer Corps. The Soviets lost heavily, more than the Germans, but the XIV Panzer Corps had to halt in order to fight off the determined Soviet attacks. The Soviets would make up their losses in time, but the Germans would not, as they drove east towards Stalingrad. Furthermore, the counterstroke demonstrated that in 1942 the Soviets would fight hard to stop the Germans, and there would be no mass encirclements of or panic by the Red Army as happened in 1941.

This firefight requires components from Storms of Steel, Awakening the Bear 2nd ed, and Monster Tanks Expansion Sheet.

Setup

  • Commanders: 2
  • Initiative: Soviets on Round 1.
  • CAP Allocation per Round: German 8 CAPs; Soviet 6 CAPs.
  • Cards: Shuffle all action and bonus cards through #20. Each commander receives 2 cards in round 1 and 1 card each round thereafter.
  • Veteran Card: The Soviets can use the Overrun card once.
  • Map Setup: Maps 2 and 8. Place German control marker on hex 2-G08.

German Forces: 92nd Mot. Infantry, 2nd Pz Rgt

Setup: Place units anywhere on map 2. PaK guns must start in a gun pit.

  • 2x PaK 38
  • 1x PaK40 (Front DV is a red 13.)
  • 2x Inf 41
  • 2x LMG
  • 1x 8cm Mortar
  • 1x HMG
  • 3x Gunpits (+2 is black for guns/vehicles this FF)
  • 4x Wire
  • 4x Trenches
  • 2x PzIIIL
  • 1x PzIVF2

Reinforcements: Enter turn 3 at 2-A10.

Orders: Hold the State Farm and counter-attack to destroy the Soviet armor.

Victory Points:

  • 1VP - Immediately score each Soviet unit eliminated.
  • 1VP - For hex 2-G08 controlled at the end of each round.

Soviet Forces: 158th Hvy Tank Bde and 131st Rifle Div

Setup: T-70's start on map 8 east of row I. Remaining units arrive on turn 1 anywhere along the east edge of map 8. SMG Rifles may enter riding tanks, Rifle '41 enter on foot.

  • 6x Rifle
  • 4x SMG Rifles
  • 3x KV-1S
  • 1x T-34B
  • 2x T-70

Orders: Take the State Farm by storm and defeat the German armored reserves.

Victory Points:

  • 1VP - Immediately score each German unit eliminated.
  • 5VP - For hex 2-G08 controlled at the end of round 5.

Counter note: If you don't have three KV-1S counters, use regular KV-1 tanks but play with the values of the KV-1S.

Round Track

  • Round 1: Initiative (Soviet). Score: German.
  • Round 2: Score: German.
  • Round 3: Score: German. Reinforcements: German.
  • Round 4: Score: German.
  • Round 5: Score: German, Soviets. Firefight Ends.

Map note: the map labels "X Oktybra", "Panzer Entry", "Control" and the VP markers (1VP and 5VP) are graphic and are not reproduced; the T-70 placement note is in the setup text above.