Second Front

Second Front

ASL RB2 Blood and Guts (German attack)
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Update: 3 Mar, 2023 @ 8:52pm

Changes from the original scenario:
-Cleaned up/simplified the map somewhat to avoid multiple adjacent buildings, per the game designers’ scenario creation guidance (change favors Russians).
-Most of the Red Barricades map is covered with either debris or rubble. While it would be possible to implement the rubble by placing buildings using the Second Front map editor and then turning them into rubble using the scenario editor’s bomb tool, the result would be quite cluttered. Instead, I implemented the RB map using mostly debris instead of rubble (change favors Russians slightly by opening line-of-sight and reducing cover for attackers).
-I made a few small changes to the Soviet order of battle due to items that aren’t in Second Front; I substituted a 76mm ATG for the 76mm artillery piece, and left out the Molotov projector (I decided giving the Russians another flamethrower would be too overpowered). For some reason, Second Front doesn’t allow defenders to have access to satchel charges (they did not show up as an option for the Russians, even though they are listed in the manual as a Russian weapon). The Russians only had two in this scenario, so it wasn’t a huge issue.
-There are no minefields or booby traps in Second Front (change favors Germans).
-Cannot fortify buildings in Second Front (change favors Germans). This is a big issue since fortification prevents entry into the hex unless a breach is created, but I think that the change to move the buildings back so they are not adjacent at the start compensates for that somewhat. The Germans now have to leave the protection of their own factory buildings to conduct their assault.
-No sewers or rooftops in Second Front (change favors the Germans slightly, since only Russians could use the sewers freely in Red Barricades).
-No armor leaders in Second Front (change favors Russians).
-The Russian .50 cal HMG isn’t represented in Second Front (the second Russian HMG provided only has 6 firepower instead of 8, and half the bigger gun's range), but it doesn’t make a huge difference here.
-No dummy concealment counters in Second Front (change favors Germans)
-I initially adapted the victory conditions from the original scenario by setting three target buildings for the German advance. With all the changes above that favored the Germans this ended up being a little too easy, so I added a fourth victory marker in one of the factory buildings further back.
-The scenario special rules prevent more than one German squad, leader, and support weapon to be set up adjacent to a hex controlled by the Russians. I honored this in the setup, even though some of those hexes are no longer adjacent due to the first item above.