With the impending arrival of Ver 4 to our gaming tables, the regular players at the Brookhurst Club in Orange County California decided to hold a multi-player Stalingrad FOW game.
I had run the Able Kompanie Stalingrad intro game at GenCon several times, so we decided to run a modified version of it. We changed the table arrangement so it wasn't a duplicate and created different army lists up to 2,000 points per side.
Our rules for the game included the following:
Movement and Cover: All of the table was (at best) Slow Going - Except for roads (regular cross country on roads).
Rubble (any building or rubble bases, as well as blast craters) gave bullet proof cover to infantry if their base was at least half on the rubble base.
Bunker Busters: Building with four walls, and a second story floor or roof were considered "buildings" for bunker buster guns.
Other terrain such as railroad embankments, etc followed the rule book for Ver 3.
Buildings and rubble bases required skill checks for vehicles to avoid bogging.
Scoring: Based on the Able Kompanie GenCon version, we ran a total of eight objectives. Three in each deployment area, and two in the center of the table. The center objectives were slightly offset from the center line, so each side could attempt to get close enough to contest in turn one. At the beginning of each side's turn, they received points for any objectives they held (or had held, and were not contested by the enemy). Objective in your own deployment zone were one point each. Center objectives were two points each, and if you got lucky enough to take one in the enemy deployment zone, those were worth four points each.
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Our rules for the game included the following:
Movement and Cover: All of the table was (at best) Slow Going - Except for roads (regular cross country on roads).
Rubble (any building or rubble bases, as well as blast craters) gave bullet proof cover to infantry if their base was at least half on the rubble base.
Bunker Busters: Building with four walls, and a second story floor or roof were considered "buildings" for bunker buster guns.
Other terrain such as railroad embankments, etc followed the rule book for Ver 3.
Buildings and rubble bases required skill checks for vehicles to avoid bogging.
Scoring: Based on the Able Kompanie GenCon version, we ran a total of eight objectives. Three in each deployment area, and two in the center of the table. The center objectives were slightly offset from the center line, so each side could attempt to get close enough to contest in turn one. At the beginning of each side's turn, they received points for any objectives they held (or had held, and were not contested by the enemy). Objective in your own deployment zone were one point each. Center objectives were two points each, and if you got lucky enough to take one in the enemy deployment zone, those were worth four points each.














