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Old 01-26-2006, 01:14 AM   #1
MrBluze
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Default Race To Berlin

Race To Berlin

This scenario can be played out with 3 factions. The Soviets as one faction, another faction would be the United States, United Kingdom and France (US/UK/FR), the third faction would be Germany. The scenario represents the race between the Soviets and the US/UK/FR to defeat Germany and post war control of Berlin. This is best played with 3 players each representing each faction.

Victory conditions: The Allied faction to enter Berlin by turn 7 and the elimination of 50% of the German Army points. If the Allies enter Berlin by turn 7 and the German Army has not lost 50% of its points then play is to continue on until the 50% point reduction has been met. If this is not done by turn 10 each faction separately adds up its points to determine the winner.

Axis Army build up is 200 points. It may be greater if all players agree. The point total should not be more than 350 points.

Allied Army build up is a total of 50% more than the Axis Army, then split in half by the two factions. For example if the Germans have a total of 200 points the each Allied Army would have 150 points.

Map build.1 George 1,2 George 2s and 2 Easy 1s.Going from left to right would be Easy 1,George 2, Gerorge1 George2, and Easy1.The first map on the left (Easy1) is the most eastern map and the last map on the right( the other Easy1) is the most western map. The hills on the Easy1s are on the most eastern and western edge of the combined map.

The links fort hese maps are listed below
· Download Map Easy - 1 : (complete map, 386 KB .pdf)
· http://www.wizards.com/avalonhill/rules/Easy1.pdf
· Download Map Easy - 1a: (half of map sized for normal printers, 184 KB .pdf)
· http://www.wizards.com/avalonhill/rules/Easy1a.pdf
· Download Map Easy - 1b: (half of map sized for normal printers, 212 KB .pdf)
· http://www.wizards.com/avalonhill/rules/Easy1b.pdf
· Download Map George - 1 : (complete map, 264 KB .pdf)
· http://www.wizards.com/avalonhill/rules/George1.pdf
· Download Map George - 1a: (half of map sized for normal printers, 134 KB .pdf)
· http://www.wizards.com/avalonhill/rules/George1a.pdf
· Download Map George - 1b: (half of map sized for normal printers, 139 KB .pdf)
· http://www.wizards.com/avalonhill/rules/George1b.pdf
· Download Map George - 2 : (complete map, 274 KB .pdf)
· http://www.wizards.com/avalonhill/rules/George2.pdf
· Download Map George - 2a: (half of map sized for normal printers, 140 KB .pdf)
· http://www.wizards.com/avalonhill/rules/George2a.pdf
· Download Map George - 2b: (half of map sized for normal printers, 245 KB .pdf)
· http://www.wizards.com/avalonhill/rules/George2b.pdf
Special Rules:
1) All hexes on map George1 are to be considered city terrain hexes representing Berlin.
2) Each Allied faction will be given 2 terrain tiles. Theses tiles can be placed anywhere except within 4 hexes of Berlin
Links for tiles:
http://www.wizards.com/avalonhill/ru...Tiles_Set1.pdf
3) All German solider's speed movement is 2 in the city of Berlin.

Deployment: The Soviets enter the game on the roads on the Eastern Easy1 map. The US/UK/FR enter game on the roads on the Western Easy1 map. Both factions start off the board and enter on the three roads on the Easy1s. This way the two factions have to manage a convoy movement. Each Easy1 map has 3 roads to enter on.

Initiative: The Soviets always have the option to go first, second or third (they were the first ones to reach Berlin). The US/UK/FR ROLL for the remaining choice of turns. Since the Germans are battling two fronts, the German player battles the both side on his turn.


Options:
Another Victory condition can be the number of city hexes claimed by each faction. At the banging of the game the German faction puts a marker on each hex that is occupied by a vehicle or two soldiers. If and when a hex is moved into by one of the Allied factions then that faction removes the German marker and replaces it one of their own. If it is agreed upon before the beginning of the game the two Allied factions can fight over a hex. For example the US/UK/FR faction won control of a hex and later in the game the Soviet faction decided to take control of that hex and the US/UK/FR did not want to relinquish control then the two factions would battle over that hex. This would lengthen the game to 12 or 15 turns. There would be a 1St, 2nd and 3rd place according to the number of markersplaced.

Another Victory condition would be to find Hitler and his staff by the end of turn 10. Before the game starts the German player secretly writes down the location of the Fuehrer and his staff. The German player would have to inform the Allie player when an Allied unit has entered that hex which would be a victory for the Allies. Preventing the Allies from doing so by end of turn 10 would be a victory for the Axis player.

The above scenario and the different options have been played out a number of times at Unicorn Games in Oakdale MN and Village Games in Anoka MN. After a total of 5 battles the Allies have won 3 times and the Axis twice. We made changes along the way to balance the scenario. We had 6 players at one time, which proved too cumbersome. We had to increase the total number points for the Allies to help balance the scenario. Once we had no terrain tiles for the Allies to place, which created a greater challenge for the Allies. Another time we allowed the allies to have 4 terrain tiles which gave them a distinct advantage. If you have any suggestion please let me know with a reply to this post.
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RACE TO BERLIN

Last edited by MrBluze : 01-26-2006 at 03:45 PM.
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Old 01-26-2006, 02:18 PM   #2
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Very interested in trying this out,since we have 3 playing this game now and sometimes we have 1 sit out.

Where do you deploy? How many hexes in? Does Russia come in from the East and rest of the Allies West? Do ALL Allies do combat/movement at same time? Do the Germans attack each countriy at same time or indepently?


Thanks
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Old 01-26-2006, 03:45 PM   #3
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Sorry for the lack of information. I have edited the post with these two additions.

Deployment: The Soviets enter the game on the roads on the Eastern Easy1 map. The US/UK/FR enter game on the roads on the Western Easy1 map. Both factions start off the board and enter on the three roads on the Easy1s. This way the two factions have to manage a convoy movement. Each Easy1 map has 3 roads to enter on.

Initiative: The Soviets always have the option to go first, second or third (they were the first ones to reach Berlin). The US/UK/FR ROLL for the remaining choice of turns. Since the Germans are battling two fronts, the German player battles the both side on his turn.

Here a few tactics that have been used and worked out so far.
· One US/UK/FR player used two Jeeps with a B.A.R. Gunner and a Marine flamethrower quite effectively. He was able to move around inside of Berlin (all city hexes have roads in them, allowing the jeeps with greater movement). The B.A.R Gunner suppressed fire from the Germans with cover fire when he had the initiative. Then he used the flamethrowers to try to toast the German unit that was suppressed.
· The paratroopers were used quite effectively towards the end of the game.
· The Sherman swarm proved to be effective on removing a SS Panther Ausf G.
· German players usually defend both sides of the city with at least 4 Pac 40s. One is usually placed in each corner of the city. They are cheap but deadly against Armor. With a low defense cover rolls are important. They never are moved so disrupted markers do not mean much except on the reduction of successes when rolling during the attack phase.
· One German player disrupted a Kv-1,with his Pac 40s. Then sent out two SdKfz 251s mounted with a Panzergrenadie (from set II, not the SS) and a Wehrmacht Oberleutnant to destroy it. These two solider units work out well together if you look at the special abilities. The Soviet player made the mistake of not having any soldiers or other armor for support for his Kv-1.
· Also a German player moved out of the city and took control of the terrain tiles that both factions had placed and slowed their advance on Berlin. This was an excellent move on the German player’s part. I know because I was the US/UK/FR player in this game.
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WHAT!!! This is only a game? I thought that I was going to rule the world one table top at a time.
RACE TO BERLIN
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Old 01-27-2006, 08:28 AM   #4
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Quote:
Originally Posted by Miles66
Very interested in trying this out,since we have 3 playing this game now and sometimes we have 1 sit out.

Where do you deploy? How many hexes in? Does Russia come in from the East and rest of the Allies West? Do ALL Allies do combat/movement at same time? Do the Germans attack each countriy at same time or indepently?


Thanks
dont make your friend sit out
just do like we do and have 2 people split points = to 1 player
most the time we do 2 Allies and 1 axis Player

also I look forward to trying this
sounds like fun
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Old 01-27-2006, 11:24 AM   #5
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Not everyone likes the splitting up of points and trying to coordinate.We are looking for something to get all 3 equally involved.
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Old 03-08-2006, 12:59 PM   #6
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Interesting scenario, I will trie to test it.
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Old 03-08-2006, 05:00 PM   #7
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Quote:
Originally Posted by horacus
Interesting scenario, I will trie to test it.
horacus if you click on the two images below you will enlarge scenario sheets that I made for Race To Berlin. If you look at the sheet there is a bombardment rule. After playing this a number of times we usually don’t use it. The “Find Hitler” is an interesting option. Also we have found out giving the Allied players the two terrain tiles are very important. Hint, if you are the German player, set up PAC40s and machinegun crews in the corners of the city, with SS Commanders behind them. This is a great threat to Armor and soldiers alike. We had one player hide Hitler along the out side edge of the map. When we entered Berlin he collapsed his troops to the center of the city. We bit on the ruse and focused on the center or the city. It was a good ploy. Also if an Allie place the terrain tiles too close to Berlin, rush out and take control of the hexes, this really slows down the Allies. If you are the Allies placing the terrain tiles it is of the most importance where you place them. Using transport vehicles is important for both Allies. Because the rules state that all city hexes have roads, this allows you to scoot through the city quickly. I found out bringing in flamethrowers and BAR gunners on jeeps helped. Another twist that we did a couple of times was to give the SS Soldiers a movement of two while in Berlin. This represented that they had a better idea of the layout of the city, where as the Allies had to be more cautious moving around a hostel city.
Let me know what you think, or if you have any suggestions.


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WHAT!!! This is only a game? I thought that I was going to rule the world one table top at a time.
RACE TO BERLIN
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Old 03-08-2006, 05:12 PM   #8
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Quote:
Originally Posted by MrBluze
horacus if you click on the two images below.....

MrBluze, I did try to click on the two images below. Unfortunately clicking didn't do anything. Is there an other way of getting your sheets. Thanks by the way for the visual. Most people are more interested in visual than reading out the scenario and trying to figure the setup.

Brian
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Old 03-08-2006, 06:53 PM   #9
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Quote:
Originally Posted by Nylore
MrBluze, I did try to click on the two images below. Unfortunately clicking didn't do anything. Is there an other way of getting your sheets. Thanks by the way for the visual. Most people are more interested in visual than reading out the scenario and trying to figure the setup.

Brian
The pictures should work now if you click on them.

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RACE TO BERLIN
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