Memoir '44 D-Day Landings Memoir '44 D-Day Landings

Zhitomir, Final Attempt - December 05, 1943 - December 28, 1943

Eastern Front By: LooneyLlama - Last update: 02/13/2013
Allied Player: Axis Player:
x5 x10 x5 x10
    first You play first


There are problems with this scenario: it cannot be set-up using the standard terrain tiles of Memoir '44 and the selected extensions. There are too many terrains of one or more types. Please contact the author.

Historical Background:
By December 5th, the mud had frozen in the Russian winter. 48th Panzer Corps conducted a wide sweeping attack north of Zhitomir. Catching the Soviets by surprise, the Germans sought to trap the Soviet 60th Army. Reinforced with the Fallschirmjager Division, the Germans drove eastward, putting the Soviets on the defensive. New Soviet reserve units were hastily rushed westward. Thus, the Soviets stopped the German advance, went back on the offensive, and retook Brusilov. Both sides were exhausted by late December and the battle for Kiev was over.

Briefing:
Axis: 5 cards. you move first.
Allies: 5 cards.

Conditions of Victory:
10 medals
Each Kiev city hex is a temporary medal objective worth 1 medal for the Axis.
Zhitomir is a temporary medal objective worth 2 medals for the Axis and 2 medals for the Allies.
Fastov is a temporary medal objective worth 1 medal for the Axis.
Brusilov is a temporary medal objectives worth 1 medal for the Allies.
The Axis can gain additional medals for each unit that exits the board on or between the exit markers on the Allied baseline.
The Allies can gain additional medals for each unit that exits the board on or between the exit markers on the Axis baseline.
Eliminating the German Special Force armor unit is worth 2 medals for the Allies.
If the Axis Special Force armor unit exits the Allied baseline it will gain 2 victory medals for the Axis.

Special Rules:
Air Power as Artillery Bombard deck is used.
Blitz rules are in effect. However, since Air Power as Artillery Bombard deck is used, you won't be able to use recon 1 cards as air power. Blitz rules are used to reduce movement of Russian armor to 2 hexes.
Gung Ho rules are in effect for the Allies, due to superiority in numbers.
The Dnieper is frozen. Roll 2 dice on entering and any stars are hits.
Special Forces for both sides as marked. Can move 2 and battle.
Engineers for both sides as marked. Ignore dice reductions in close assault.
Finnish Ski troop badge unit represents the elite German Fallschirmjager Division. Follow Finnish Ski troop rules. They have 4 figures.
German elite armor is 4 figures and moves 3 hexes.
ALL other German armor moves 2 hexes.
Sniper rules are in effect for both sides.
German and Russian anti-tank units as marked. Hit armor on stars.

Warning:
Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.

Set-up Order
29 
2
5
1
3
11
2
4
2
4
4