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Entry # Time Turn Player Title Entry
4 5/10/2019 10:31:00 PM Turn 1 Soviets Message You got my setup?
3 5/7/2019 9:58:00 PM Turn 1 Soviets Message Russia setup sent
Good luck
2 5/7/2019 10:35:00 AM Turn 1 Soviets Message I have no problems with the rules modified as listed below. Regarding, the blitz with 1 MP remaining, my position is no since it would require 2 MP's - one for the clear and one for the blitz. I will play the Axis.




I have set the game up in ACTS.




Looking forward to our game.





Mike Kettman







--------------------------------------------------------------------------------


From: Michael Mitchell
Sent: Saturday, May 4, 2019 5:07 PM
To: MIKE KETTMAN
Subject: Re: Game of Russian Front













I propose to play with all the rules as modified below. Will play either side with these rules so I do not think they favor one side over the other. Please review and comment.




Coastal supply is only good if within 7 hexes by sea of a friendly naval supply base. Just too unreasonable otherwise.


Do not use 19.5 Limited Intelligence. ( Not Possible)

Movement of Amphibious Landings and Paradrops limited to 1 Hex ( Too powerful and unreasonable)

Air Supply limited to one Unit in full supply per air mission. ( way to strong otherwise)

No Naval battle or minelaying /sweeping in port hex attacked by ground units.( Clarification)





Naval units in a naval base hex where a enemy mine is placed are interned in the hex and can only conduct missions in that base until the mine is swept. ( Leningrad Historic and totally unrealistic that mines could sink a fleet in port they just could blockade it as they did in the war.)




Naval units halved rounded up in ground support. ( too strong)




If a naval units attacks a hex where an enemy air unit is located the air unit may choose combat the naval unit or if may fly other missions. Of course if the attack included air or ground forces of the attacker there is no option it must fight in that attacked hex. ( The idea of naval units alone attacking an airbase is just too unrealistic.)




OOS effects, at no time did units simply vanish because they were OOS they had to be mopped up by follow up units. To more accurately reflect OOS conditions and pressure add 1 to the OOS die roll if the unit is adjacent to a enemy ground unit and substract one if it is not.




Movement a unit may always move one hex if it otherwise could do so. ( An OOS unit with a MF of 4 could move one hex if in the swamp. Actually the swamp was a good place for OOS units to be.




Infantry units can not conduct Blitz attacks only armor. ( Not clear)

Even units marked OOS can add extra MF per 19.2 if in supply at that location. ( Not Clear)




Extra movement is limited to only one extra hex per turn . Way too strong otherwise. You can more easily guard against one extra hex. But sometime the German early can pull off some ridiculous surprises




First turn Clear all zones. ( Historic)

Air units may be railed. ( Clarification)



Will play either way but what is your interpretation of whether a blitzing armor with a 1 showing can pursue into a clear hex? Some say yes.




Hex XX24 leading off the map into a red supply source. This lead to Murmansk where tons of supplies were received and in early 1941 they connected it off board with Archangel by rail. This was considered

a Heroic event by the USSR with much pride. The construction was by penal Battalions in terrible winter conditions thru swamps and often attacked by German air. They made a documentary of this. The rail line connection off board to the Archangels line is completed in February 1942. I corresponded with the designer who he should have made it a red supply source.
1 5/7/2019 8:14:00 AM Turn 1 Axis Change Player 0 player Player 0 player changed from Mike Kettman to Mike Kettman

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