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Battle of the Gyimes Pass - September 09, 1944

Stukas from heaven
Eastern Front By: nemesszili - Last update: 09/03/2012
Axis Player: Allied Player:
x5 x6 x5 x6
first You play first    

Historical Background:
Hungary was involved in the fighting for the Eastern Carpathians since late August. Key mountain passes were guarded by remnants of German units, Hungarian mountain divisions and local militia, like the Székely Border Defense. Such a pass was the Gyimes Pass, where the easternmost MÁV guardhouse of Hungary was, at the also known "thousand year border". Today it's a very famous tourist attraction, mainly for Hungarians (See bibliography for extra information).

Sebo Ödön graduated from the Ludovika Academy in 1942 as first lieutenant and requested to be deployed to Gyimesbükk. In late August, 1944, he was responsible for organizing the defense of the Pass' right flank. He earned his reputation for courage and humane treatment. The pass was held for 17 days, though they were surrounded during the final week. After initial assaults, the Soviets believed that a whole division may be facing them, fact credited for the bravery of the 32. Székely Border Defense Battalion.

Just before being surrounded, a strong Soviet attack breached the Hungarian defense in many locations, but they stopped to rest. To their luck, German Stukas arrived in the right moment and saved the day. Hungarian morale was restored, so they could resist for the following week.

The stage is set, the battle lines are drawn and you are in command. Who will rule the Gyimes Pass?

Soviet Union: 5 cards
You go first.

Hungary: 5 cards

Conditions of Victory:
6 medals

In order to win, the Soviets must posses at least one medal objective.

The frontline HQ (field bunker on the left flank) is a temporary medal objective for both sides. The Hungarian Player has a 1-medal headstart.

The railway bridge on the right flank is a temporary medal objective for the Soviet Player.

Special Rules:
When Soviet Player reaches 5 medals (even if it's in the middle of the Soviet turn) the Hungarian Player must immediately use two Air Strikes, each with 1 die (incoming Stukas).

Place a badge on the German Heavy Anti-Tank Gun unit (Troops 23 - Heavy Anti-Tanks Guns). It has only 1 figure, although it still counts as a medal.

The Hungarian Player lays out the minefields (Terrain 29 - Minefields). Mines only detonate once; they are removed after first use.

Special Weapon Asset rules (SWAs 4 - Special Weapon Assets) are in effect for the Hungarian unit equipped with a Machine Gun (SWAs 7 - Machine Gun Late War) and for the units equipped with Mortars (SWAs 6 - Mortar Late War). Place the proper badges on these units.

The Axis infantry unit with the battlestar token is led by first lieutenant Sebo Ödön. The token functions as a Heroic Leader (Actions 8 - Heroic Leader).

The Allied unit on the Soviet baseline represents Romanian guides (Nations 1 - French Resistance).

The Axis infantry unit on the Hungarian left marked with German Rosette marker is a German unit. No special rules.

Air Power is played as Artillery Bombard.

Scenario Bibliography:
Google Earth
Sebo Ödön: A halálra ítélt zászlóalj (The doomed battalion)

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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.

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