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Scenario Rules

Explanatory Note: Army Group North uses naval combat units, and you will be introduced to two of them here - the Soviet cruiser Kirov, and the destroyers (DDs) counter. Naval units function primarily as two step artillery units. Each side of the counter has a standerd range box, and the lower left-hand number is the artillery support factor. The lower right-hand number (not used in this scenario) is the number of sea zones the naval unit can move per movement phase.

  • Scenario Length There are nine game-turns. Start with GT28 and end with GT36. Weather is automatically Dry (no Storm) for the first two game-turns.
  • Scenario Area The entire scenario area is printed on the Scenario 1 half map.
  • Placement. The Soviet player sets up first.
  • Special Limitations
    • No Rail or Air Transport Movement for either side. No Axis Rail Conversion.
    • Axis Supply Sources: Any main road hex on the east or south edge of scenario map area and ports as captured.
    • Soviet Supply Sources: The Soviet units in this scenario have been cut off by the German advance to the Baltic coast (off the east map edge). Soviet units may only trace General Supply to friendly ports (subject to Supply Capacity).
      • Anchorage - 10 SPs
      • Minor Port - 15 SPs
      • Major Port (Tallinn) - unlimited SPs
    • Soviet naval, flotilla, and coast arty units do not trace for supply.
    • Disregard Attack Supply.
    • Sea Transport:
      • Axis: None.
      • Soviets: Possible arrival of the "Hango" and "Moonsund" Groups from off map. Each group arrives one GT after being selected. Each unit and RP of the Hango Group must roll for possible step loss on the Scenario 1 Sea Loss Table.
    • No Amphibious Invasions are allowed.
  • Air Readiness Resolve Air Readiness each game-turn starting with GT29.
  • Reinforcements/Replacements
    • Axis and Soviet reinforcements and Special Reinforcement Pool groups enter as indicated on the respective Set Ups.
    • The only Soviet Replacement Point is contained in the Hango Group. Any unit rebuilt or strengthened by this point must be placed in Tallinn (B2204). The Soviet player does not roll for any other replacements.
    • The only Axis Replacement Points for this scenario are contained in Special Reinforcement Pool Group 1. If this group is selected, the Axis player must use the Replacement Points to build available RSCs which enter through the south map edge of the scenario during the Movement Phase of the GT in which the Replacement Points are received.
  • Special Rules
    • Soviet Surrender: Use the Scenario 1 Soviet Surrender Table rather than the Campaign Surrender Table.
    • Soviet Naval Units:
      • The Kirov and paired destroyer unit may not move from hex B2204 (Tallinn) for the duration of the scenario. Exception: Removal of the Kirov if the Hango group is chosen as a reinforcement
      • The Kirov and paired destroyer units are not subject to Port Interdiction [PB 8.7] Design Note: Tallinn's port was well defended by AA and often obscured by smoke generators. Also, until the evacuation, the few Luftwaffe units available were needed for ground support.
      • No more than one navel unit may apply its artillery support factor to any defender hex at one time. Design Note: Soviet target acquisition, fire control and communications arrangements at Tallinn were primitive and makeshift at best. Timely, concentrated and on-target defensive fire support was rare. The paired destroyer counter starts this scenario flipped because only one of the two destroyer leaders was present at Tallinn. The Kirov unit starts flipped to further simulate poor target acquisition (it was not actually damaged until the evacuation from Tallinn).
      • If the Hango Reinforcement Group is chosen, immediately remove the Kirov unit from play on the turn the reinforcements are received. Note: Removing the Kirov unit simulates the losses of escorting vessels to German anti-shipping measures which would have occurred during a sea run from Hango.
    • Soviet Evacuation
      • Evacuation, if triggered, is mandatory. Design Note: Cut off and defending in the midst of hostile Estonians, the Soviets at Tallinn had neither the strength nor the desire to turn Tallinn into a Hero City of the Soviet Union.
      • Soviet evacuation is triggered automatically on any GT where the Axis player occupies two or more of the following hexes at the conclusion of the Soviet Combat Phase: 2104, 2105, 2206, 2302, 2303, 2304, 2305 Design Note: Once the final ring of defenses (the hexes listed) around Tallinn was breached, the only way to save the remainder of the garrison and the non-combatants was to evacuate.
      • Once evacuation is triggered, play stops. There is no physical removal of units. The Axis player immediately receives +2 VPs (representing the loss of troops and shipping during the evacuation). The Axis player is also given credit for controlling Tallinn during the current GT, and receives the appropriate number of VPs from the Scenario 1 VP Chart. VPs are totaled, and a scenario winner is declared.
    • Soviet Garrison Units.
      • All Garrison units in this scenario are released in one of three ways:
        • Axis unit moves adjacent
        • GTs 29 - 36: a die roll of 3 or less during the Reinforcement Phase releases all units for the remainder of the scenario.
        • GTs 30 - 36: paying one VP (instead of rolling) releases all units for the remainder of the scenario.
        • Soviet Command Disorganization. The Naval KBF HQ at Tallinn had virtually no experience conducting land combat.
      • Command range for this HQ is two hexes (for this scenario only).
      • The KBF HQ cannot activate non-motorized units during the Soviet Motorized Movement Phase. Exception: The Soviet Flotilla may move in either phase.