Peiper's Chariots of Fire
Peiper's Blowtorch Battalion fights to hold the village of Andrejewka against attacks from the Soviet 6 th Guards Cavalry Corps on the 7th February 1943.
Map size 4km x 3km
11500 points combined
Operation Length: 4 Battles each off 30 turns variable
Total Points: Approx 15000 combined
Map Size: 4 x 3km
Opening Battle Slot: Mid-day, night time:3 rd Battle
Ground Conditions: Light snow
Temperature: Extreme cold
Defender: Meeting Engagement
Weather Pattern: Bad
Operation Type: Static (please refer to CMBB handbook as to how this works)
Number of Flags: 14 (each worth 300 points)
Attackers Casualty Point Factor: 100%
Size Of No Mans Land: 800m
Authors: George McEwan and Charlie Meconis
Date: May 2005
Acknowledgments
Many thanks to Ken Federoff and Stoffel over at The Proving Grounds for playtesting and feedback.
Playing the Operation
This operation can be played as H2H or as Axis Vs Soviet AI (in this case stick to ęcomputer player uses scenario default'). If you like a challenge then up the AI's experience level by a factor of +2.
Note it will not play well as Soviet Vs German AI due to make-up of German forces.
To be historically accurate do not skip night combat.
At the start of each battle you will receive new orders that will also give you an updated situation report.
Notes about Playing Static Operations
For playing Static operations please refer to the CMBB handbook on the CD as a PDF file.
A couple of points that may not be immediately obvious regarding the size and effect of no-mans land between battles.
After the first battle the main line is defined, just like in other operations, from one side of map to the other, and the distance from one Main Line to the other is the size of the No Mans Land. But troop concentrations within No Mans Land can create a deployment zone of their own (or a situation of being out of supply if there are too little troops there), and these can be quite a lot closer to enemy deployment zones - even right next to them.
This means that although your Main Line may be the specified distance (see briefing) from the enemies Main Line, isolated or advanced units will be closer to the enemies Main Line and it is possible for advanced units to have the enemy set-up right next to them prior to the start of the next battle.
When playing against a human opponent this effect can be managed to allow for a realistic situation by using ęplay as they lay' rules. If playing against the AI it is as well to be aware that the AI can, and will, set-up within spitting distance of any of your advanced units.
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