Battle for Bryansk Forests
Map as attached

Forces
15-20 German Led by David / Jay -decide who?
15-20 Russian/Partisan Led by Stephen/Guy/Ben plus three IED (Ed,Steveâ€troop†& Dave) staff as helpers
Gavin – German driver
Props Required
2 Land Rovers and one trailer Guy/Gavin –should be enough to transport 100% of one side at current bookings.
2 Drop containers containing 4-5 ball grenades David
1 Ammo box with gold Guy
2 Russian flags Stephen/Ben
3 German Flags Guy, Jay
1 Enigma machine Guy
3 Field phones and plenty of D10 -Jay
6 German route markers Guy
1 cross roads sign as set dressing for point B Guy
4 5l water cans Guy
4 Large maps (2x3’), some smaller ones on A4 David
4 medic bags (2 per side) and enough bandages for all players to have one.
1 Ground mounted 8 rail Katusha Guy/Jay
1 Air raid siren Guy
4-5 Tarps and bungees
3-4 Waymarkers to site David
2 CiA banners to mark site entry and turn off from the road from Anchor. David
4-5 Radios for use with Organisers PMR frequencies
2-3 B/W 6x4 photos of : Guy in Patisan gear, and David in German gear. David
1 secret Documents Guy
Bin bags
Pyro David/Stephen
10gm bang in a box ready made, mulch, concrete and boom
2 “Clackers†plus one main det box
20 or so small whistling rockets
Special Rules
Both vehicles will be assigned to the German force initially
Vehicles “hit by pyro†are out for 20 minutes and then must regen via C. Out of play vehicles are to have their hazard lights on.
Vehicles can be captured and used by the Russians (unlikely) but only for 20 minutes from point of capture – at that point they “run out of fuelâ€
Medic rules, one bandage and standard medic bag rules.
Loose ammo can be carried, however it can only be reloaded at regen time up to the normal limits.
Also if hit and forced to regen, leave the line of sight of the fire-fight, after 20minutes considered regened.
Regen points marked with flags.
Both sides may use radios to a max of 5 per side excluding the organiser’s radios.
Fighting on the Eastern Front is bitter, no prisoners maybe taken on either side except as for stage II .
Camping – anything goes, period is nice and will try to sort out period from non if possible.
Friday 9th May
CiA plus IED staff arrives on site. Expected on site by 1700hrs if possible.
Set up initial camp at point A.
Final site recce by vehicle.
Set way markers for game from Clun and site entry marker before dark
German two drop containers containing pyro, and ammo box containing gold to be left in lay-by at N plus spare ammo boxes and Enigma machine. Cross roads sign as set dressing for point B
2 water cans for all to use at A
Sunset at 2030hrs
Saturday 10th May
Sunrise at 0500hrs
Admin and Set-up stage 0900 – 1130
All players on site for 0900 – 1000hrs
Entry to site via Point D, all cars to be parked in upper quarry at point P
Players will be registered on site and be driven down to the main camp at A with all their kit. Players must be made aware that everything they need must go down at this time as returning to the cars later will be highly unlikely. Once at site they will remain there until game on. Tents etc to be erected and camp made ready for evening.
Final trip will be at 1045hrs and gates locked at that point- we can use IED staff to round up stragglers who will need to have phoned ahead to let us know.
Actions
Guy, Gavin Driving
David, Ben – organising camping site at A
Stephen, Jay - Gate, parking and admin.
Suggest use checkpoint at gate, book them in there and then let then up park up and be marshalled to get stuff down to A.
All will need to sign a disclaimer to keep IED happy. (Can we get this done earlier via a download through the forum?)
All players assembled and ready to go from A by 1130.
1130 - Safety brief by IED. Event begins.
Game Stage 1 – Convoys 1200 – 1730hrs
Mission Briefs
Germans
The Germans must transport ammunition from the “off game†area N to point C.
They must use a vehicle, as it is heavy, and must follow the route N,V,B,C.
The ammunition is contained in the two large drop containers (filled with 4-5 ball grenades), and a small ammo box (filled with the gold). German players are not allowed to open these boxes until they reach point C, nor may the players know the contents.
Germans can only transport one box per convoy, however they can use two vehicles for all convoys or just one and keep the other for recce/other duties. Convoys must be protected by a minimum of 5 troops plus the driver, so no high speed sneaking through in the first 10 minutes.
These convoys are your main and only mission, not chasing Russians through the woods, and must be paced to last the afternoon.
The first task of the Germans is to establish a control checkpoint at B, near the crossroads sign. This may be manned throughout the game or abandoned, as they like. Take the air raid siren; Germans can use it for whatever purpose they like and it can add a bit of flavour. Get some of them to dig in at B if they want to, also Germans could use the drop barrier. Move tactically from C to B, as you never know if you might come under fire from those pesky Partisans. Bear in mind all the terrain will be new to players, pacing it slowly gives them time to learn the site.
B is important to the Germans, as, if it is manned, then the Germans may use it with a flag as a regen point. If it is unmanned then they must regen at N or C. If you fail to remove the flag when overrun, the Russians may remove the flag from play denying you regen at B.
Dead Germans can ride on vehicles to regen, but don’t take the piss with this as the Russians may get upset.
After establishing B, Germans must deploy the 6 Convoy route markers from C to N to show the drivers where to go. This can also take the form of a recce of the route, and can be done by vehicle. It is suggested that one or two OPs are established to give players something to do, but don’t let them go running up the hill towards the Russians before you’ve had chance to start of the convoys. Avoid leaving one or two players along points in the road, it will bollox up the ambushes and also would be unlikely considering you are operating in a dangerous area.
When the 6 Convoy route markers are in place alongside the route, you may start your convoys (suggest around 1330-1400hrs). How many men and vehicles you take is up to you, however, suggest you keep pretty much to the roads to give the Russkis a chance at setting up the ambushes in the woods. Don’t keep men at C, most of the action will be along the route BVN. Perhaps drive the troops out sat in the vehicles and proceed back with troops on foot at a slower pace to give the Russians time to get into position. Return convoy speed must be at walking pace, ideally with troops walking alongside the vehicle rather than just sate inside.
If you can get the convoy back across the River at B, then suggest Germans just let the driver and one other return the item to C, as once there it is considered “safeâ€.
Russians
Operating from a base at H, the Russians will initially be sent to recce the road, and set up two OPs; one overlooking the valley towards B, the other looking towards N. Russians will deploy the Field Phones to relay between these and a control point between V and H (which may also act as a flagged regen depending how much a trek to H it is). We will observe the German activity whilst remaining hidden, and also plan the attacks on the convoys. N is considered out of bounds to Russians, as it is a German regen, so we shall not attack the dump directly.
Guy and Steve will carry “bang in the box†and a clacker to initiate convoy attacks. If the bang is close to one of the vehicles it must stop for a minimum of 20 minutes before returning to C to “regenâ€. Close is within 10m.
Our only mission is to capture/destroy the “ammoâ€. If we succeed in doing this we will take the ball grenades from the containers. If we capture the gold, we will take it back to our base at H.
Once the ammo has been lost that convoy is a failure. If the gold is stolen you may attempt to take it back by whatever means you may like to try. Although suggest finish doing the three convoys first.
Emergency plan
If the convoys only last for an hour or so, them I will bring more ammo boxes than required and leave them to one side at N during set up. Do not use them before the other ones, however it will give us some options to continue with the game. If it’s going really badly for the Russians consider splitting the gold into two drops using a separate ammo box, or putting the Enigma machine inside one, so the Russians have a chance to capture something.
Timings
At 1200hrs Russian forces to be deployed first by both Rovers to point H via point G, taking with them stuff required for day which can be dumped in the trailer at left in position. Russians can also take the field phones for setting up OPs. Small base to be made using cammo tarp to keep stuff dry, plus one flag as regen, and one water can.
Kermit (or IED) and Gavin to drive, using route S, R, C, Q, G.
Should be one trip with both Rovers.
Russians briefed on arrival.
Germans briefed whilst Russians deploy.
1230 Germans deploy by using both Rovers to point C.
Small base to be made using cammo tarp to keep stuff dry, plus one flag as regen, and a water can.
Game on is from point of dropping off German forces at approx 1245.
Ending Stage 1
Hopefully these three convoys and related activities will take us up to late afternoon, at which point the Russians will probably attempt to capture B at around 1630hrs. It is of no game importance other than it signifies the end of Stage One, and gets all players at B ready to return to the camp at A.
1700- 1830hrs Downtime
All players to return to A for hot food, hot drink, etc. using the vehicles where possible. Collect the props later. Get the players back, get them cooking don’t let them fuck off to the cars as this will take hours. And no booze, make them aware the game will continue after 1800.
Admin tasks – set up ammo box and documents between R and S.Guy and David. Ensure return of air raid siren to A.
Game Stage II - The Hunt for Boris the Bastard 1830 – Dark (approx 2100hrs)
Mission Briefs
Russian
Russian troops will now be told that they have several missions.
The primary mission is that any German forces found in the area West of K must be destroyed.
The secondary missions are ;-
They must retrieve some Top Secret documents related to the command and control of partisans in the area, that were lost some time ago. They were cached in an ammo box between point R and S. The documents must not fall into German hands, and as a result the Russians will be acting as one large group for this phase. Only Boris the Bastard (Guy) knows the rough location of this cache.
They must capture the German Sturmbannfuhrer Von Chomley-Werner who is in the area (pic’s required).
Dropped at K, they will proceed towards A via R&S, either on the road or through the woods. A Regen point will be established, by use of the flag, either on K-T or R-Z.
If the Russians complete both secondary missions then they must retreat to K. They can then return en masse to A using the parked vehicles and set of the air raid siren to signal end ex.
German
Primary mission is that any Soviet/Partisan forces in the area must be destroyed
The Secondary Missions are
As a result of information handed down from the Gestapo, the Germans must retrieve some Soviet documents related to the command and control of partisans in the area. They were hidden in an ammo box between point R and S, and then abandoned. Only Stbf. Von CW knows the rough location of this cache and therefore he must lead the rescue. Your vehicles may not be used, as they are required for other duties at this time.
Germans must capture the notorious NKVD Commissar Boris “the Bastard†Bodanovitch (pics req’d).
If the Germans complete both their secondary missions then they are to return to A and fire up the air raid siren to signal end ex. Regen flag to be deployed between A-T
Overview
Basically a search and rescue with a capture the principal to allow for a 2-3 hour fire fight over different ground.
Only Guy and David will know exactly where the box is, but suggest rather than lead the troops directly to it, let them find it naturally through the use of sweeps.
Also suggest that which ever side gets there first, follows up by setting up an ambush for the enemy, rather than bogging off back to base. A nice running battle over this area would be good; rather than an unseemly dash followed by end ex at 1845(no gay runners sent to recover stuff as per Wotan please). Note you need to have a prisoner and the docs before you can retreat to your base position.
Keep the sides together to avoid people getting lost, and to ensure some decent contacts. Make sure they know the regen location, and remember ot mark it out with the flag.
Keen snipers can be given copies of the pics and sent out to stalk their targets or act as recon.
Timings
1830 - Russians to deploy to K, and given brief. Vehicles to stay at point K unused.
1845 - Germans to deploy from A after being briefed.
End-ex to be called at 2100hrs regardless, by the use of the air raid siren, or earlier by either side winning the game.
2100hrs Saturday- 0700hrs Sunday Downtime.
All sides camping at A, only one fire for all, properly dug in.
Admin tasks- retrieve ammo containers, deploy Katusha in pieces inside the drop containers, along with it’s rockets to G.
Sunday 11th May
0700 Reveille by siren or pyro.
0700-0830- Breakfast / Personal Admin
Game Stage 3- Stalin’s Organ 0830 – 1200hrs
Mission Briefs
Russian
Russians must locate a Katusha smuggled in last night, and transport it to an area east of H overlooking the valley. Russian troops will prepare defensive positions.
After setting it up, they must launch 3 salvos of rockets to bombard the new German Ammo dump 2 miles east of the Valley. Each volley takes ½ hour to load. If they are successful in launching all three volleys they can then destroy the launcher and retreat.
The launcher will be located at G, with the Russians dropped at Q.
Russian regen will be H, at the site of the previous base. If this is over-run, regen will move back to G or towards X depending on German forces location.
As earlier, the Russians will be dropped first by Rover, whilst the Germans remain at A.
Germans
The Germans have learnt that the Russians are possibly deploying a Katusha. Germans must patrol towards the checkpoint at B and set up their base there. Germans must establish their base and Regen at B before anything else.
Once established at B they will first find the Russians (should be visible at the top of the track BH by 0900hrs) and attack and capture the Katusha.
They will only have the use of one vehicle for this scenario. (Gavin’s LWB).
You may use the vehicle to flank, towards N or G, however Russians must have a chance at seeing this, hence loading of troops at B rather than out of line of sight.
Timings
0830 Russians deployed to Q by Rover
Germans deploy on rovers return to B.
0930 Probable time of first volley .
Overview
Classic “assault the fixed position†to end the weekend. Will have a 3†Naptha near the Katusha for either site to detonate and blow it up (detonated left in situ).
Germans are attacking up hill, but will probably get bored after first assault and look to flank instead. Russians are forced to defend to the death because of the reload time .
Fireworks used to simulate Katusha (as we did with the 88 at Churchill’s). No corresponding pyro on the floor to set up as the bombardment is “off siteâ€.
Plenty of opportunity for a big battle, over the ground players are now familiar with.
1200Hrs End Ex
All return to camp at A, Debrief .
Decamp , collect props , tidy up .
Us off site for 1500hrs latest
I will email you all the .doc file that this comes from as it makes ofr easier reading. it's a lot but i think i covered fecking everything possible
No comments at all ????...either it's indifference....or scared of opening the file....or you all got bored after the introduction.
No dramas, however I do want to flash this over to IED to let them know whats going on ...so if you have any comments (other than punctuation or grammer...
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I liked the way my 'too complicated' game plan ran to a simple page of A4
Happy with the plans and scenarios, as discussed.
Only question for me is the feasibility of regens at such huge distances and would like to explore 'rolling' regen (retire and wait) - peeps are going to be bolloxed walking (or waiting to be driven) to fixed regens plus gameplay grinds to a halt and momentum is lost as there are so few players.
Other than that, jobs a good 'un.

I liked the way my 'too complicated' game plan ran to a simple page of A4
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Happy with the plans and scenarios, as discussed.
Only question for me is the feasibility of regens at such huge distances and would like to explore 'rolling' regen (retire and wait) - peeps are going to be bolloxed walking (or waiting to be driven) to fixed regens plus gameplay grinds to a halt and momentum is lost as there are so few players.
Other than that, jobs a good 'un.
your's was a day game on a site the size of a postage stamp ....this is 1200acres and 24 hours with three seperate games....
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PS pretty sure the rolling 20 minute regen is in the "special rules" bit .
Will look at this on my flight later today.
S

























Ah, yes, found it on page 47...
Heh, there is a conflict of regen rules then. If there is a rolling regen then there is no need for maintaining fixed regens, other than establishing forward CP's or RV's for game objective purposes.
Could we have radios in play for Germans only please - a well equiped and professional force vs farmers-turned-soldiers having to make do with a network of wires. (Organisers excepted of course)

No conflict - for some reason rolling regen seems to phase people , hence have a flag as well . If you're near the flag you will regen in under 20 minutes.
as to the radios ...yeah right ...feck right off . You've already got vehicles and I've got three birds in the team...I need no more handicaps cheers
. TBH honest I was thinking me , HS, Diggah and the IED crew, the rest can play follow the leader .
Just because we have vehicles doesn't mean we are having rides all day, besides we have a huge distance to move and they are a hindrance not a benefit!
I can't see why you need radios anyway tactically - unrealistic and
We can't use wired comms as we are on the move all the time - you can have your team busying themselves setting up a comms network - girlies can be operators!
Commanders will have radios anyway which we can use across and within sides - we obviously won't take advantage of intel as getting people in the right place for some action and making sure they have a good time takes priority over 'winning'.

Will comment later. Got to page 4, then realised that War and Peace would be a shorter read ![]()

















When we were a Kingdom it was run by a King
When we were an Empire it was run by an Empress
Now we're a country we're run by a..........
Very good.
I liked this line: "no gay runners sent to recover stuff as per Wotan please" That was RhysD2 so it's an accurate description.
With the regen rules are you suggesting a flag as well as the bases? We could erect a flag against a tree that we move into a decent position.
I do think a 20 minute regen might be a bit long too. The game could go very quiet if a large proportion of a team get hit at once.
S
PS: Pinkpanzer booked on to the game via paypal and didn't just take Keith's place. Doh!

























Aye, The Reich Stuff has Keith's place

Trust me the 20 mins works well and is the standard fayre at IED . It's long enough to mean a kill counts, and you've got medics and medic bags as well beforehand don't forget , plus fixed regens.
BTW, Kerstin wonders what Bewungeskarte means.... ![]()

























Finally got enough time to read the thing. Looks really good to me. Initially I was worried we'd be spending a large part of the game missing each other in the woods, but given the larger timescale I can see it just means a slower pace of game with more scope for some actual tactics. Sweet
How does the organisiation of the Ruskies work? Will the IED boys be taking an active lead? I can provide a historical Kommisar figure (even with a new NKVD hat too
) but Im probably a bit crap at actual in the field tactical ability (and wouldnt want that to spoil someones game).
By the way I picked up a Defender of the Fatherland russian medal to give away as a Best Ruskie player prize. Good idea/Bad idea?
Oh and its Katyusha
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No longer involved in airsoft.
Bewungskarte - "movement map" ? called up from deep reccesses of my mind, feel free to provide correct spelling
Diggah - we will split the Russians into two - marathan runners with Stephen, Marathon eaters with you and me . Expect IED to do their own thing , under our general guidance. Will not split forces by uniform but by fitness and experience.
Are you calling me a fat boy!?
yeah fair dos.
Sounds good to me. Cheers
I was thinking of making a quick promo - mock russian propaganda film to drum up a few more takers. Worth it?
No longer involved in airsoft.
Go for it.
Movement map is 'Bewegungskarte'

























Ah .....missing a "weg" in my german - it was from many years ago ...in fact most of my "german" seems to fall into the "wrong" category , it's always close but no schnapps 