Ticket to Ride Europe 15<sup>th</sup> Anniversary Ticket to Ride Europe 15<sup>th</sup> Anniversary

Zvezda Operation - January 13, 1943 - March 14, 1944

Overthrough - Right map to be completed by the Skachok Operation as left map
Eastern Front By: Artimon - Last update: 08/07/2020
Axis Player: Allied Player:
x4 x10 x6 x10
    first You play first


Historical Background:
Once the Stalingrad Pocket reduced and the Army 6th surrendered, Stalin decides to try to annihilate all the German South Group of Army (Super Saturn) by launching 2 simultanate operations : Zvezda et Skachock. The Hungarian, Italian and Romanian armies, already tried, are quickly disintegrating, suggesting to Stalin that it is only a question of pursuing a routed German army. He thus unwisely launches his units, exhausted by the recent battles, towards the German rear. Manstein, having managed to convince Hitler to adopt an elastic defense (one of the last times that Hitler will agree to put in brackets his doctrine To never retreat), will thus launch a counter-attack via a bold bypass of his armored units, allowing to temporarily put a stop to the liberation of Ukraine and freeze the front on a coherent defensive line before Spoutnista's arrival.

Briefing:
In breakthrough modal, the german player begins with 4 cards. At the end of turn 5, he draws 2 cards instead of one to play with 5 cards. The russian begins with 6 cards
In Overthrough modal, the German player starts with 4 cards. At the end of turn 5 and for 3 turns, he draws 3 cards instead of 2 to play with a maximum of 7 cards. The Russian player starts with 9 cards
Rivers are passable

Conditions of Victory:
10 medals in Breakthrough modal. 20 medals in Overthrough modal
The 3 hex of Koursk town represent a majority medal
The 4 hex of Kharkov town represent 2 majority medals
The German player begins the game with 3 medals

Special Rules:
Motorized Infantry: Indicated by a cavalry unit (put a Halftrack badge on the board). Provides one more hex for movement (1-3 hexes) and combat (1 or 2 hex moves) compared to a normal infantry. For the rest, is considered as an infantry. If the unit is hit by at least one grenade (resulting in the loss of infantry figures), then the unit loses also its locomotion and becomes a standard infantry unit.
Light Tanks (Polish Troop Badge): Moves up to 4 hexes. Fight as an armor except against the other armored (2 dices against them)
Rivers are fordable (Terrains 41)
Reinforcement: Apply the reinforcement rule described in the D-Day expansion by throwing 5 dice per side (Supported Infantry is replaced by Motorized Infantry and Armored Forces supported by Light Tanks). Reinforcement Entry points are marked by a star. In Overthrough modal, roll the dices for each map (meaning 2 rolls for each player). The reinforcement rule only applies to the German player from the 5th round. If the result(s) of the roll(s) done by the German player during his turn 5 is negative, a standard infantry unit is given automatically as reinforcement at the entry point of his choice.
Changing Weather : At the beginning of his turn, the Russian player rolls 1 dice. If the result is a star, apply the Rule of Limited View. If you use the expansion New Flight Plan, in cas of lLimited View turn, remove the airplanes present on the board and no new airplane activation allowed.
The rule of the political commissioner applies

Scenario Bibliography:
Jean Lopez "Stalingrad"

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
4
3
1
6
1
10
2
10
3
3
4
3
3
3