The Hunt for Batalov
Scenario overview
In 1999, the Russian Government forces started an anti-terrorist campaign in Chechnya, in response to the invasion of Dagestan by Chechen-based Islamic forces. By early 2000, Russia had almost completely destroyed the city of Grozny and succeeded in putting Chechnya under direct control of Moscow.
Following a piece of what seemed to be reliable intelligence provided a Chechen deserter, the Russians believed they had an opportunity to capture Chechen Brigadier General Apti Batalov, who had fled from Gronzy and was held up in the town of Shali, 15 miles southeast of the Chechen capital.
Batalov was chief of staff to Chechen President Aslan Maskhadov and a close ally in Chechnya’s turbulent internal politics. Although his role in the fighting is not clear at this stage of the conflict, his the arrest would put new pressure on President Maskhadov and his followers.
When Russian General Troshev received the briefing on what seemed to be a promising opportunity to capture Batalov, Troshev gave orders for a team of commandos supported by VDV troops and federal backed Ukrainian mercenaries to deploy in force around Shali to conduct a manhunt.
WANTED
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Set-Up
The Chechen player is the defender in this scenario and sets up half of his force within 18 inches of the centre of the table. Brigadier General Apti Batalov must be set up on the table at the start of the game. All Chechen forces on the table may use the hidden set-up rules.
The Russian forces are not set-up on the table at the start of the battle. The Russian player must nominate half of his units, rounding up, to form his first wave of attackers. All other Russian forces are left in reserve.
Objective
Russian forces are attempting to capture Chechen Brigadier General Apti Batalov. To capture him, the Russians must engage and defeat Batalov’s bodyguards.
Chechen forces are attempting to neutralize the Russian attack whilst safely extracting Brigadier General Apti Batalov from danger, this could be off the table either on foot or in a vehicle.
Special rules
Primary bombardment – as per the rules on page 131
First turn – during the first turn the Russian player must bring on his first wave of attackers. These can enter the table from any side and will start the game with either a run or advance order (no order tests are required for this first wave of attackers).
Game duration – at the end of 7 game turns, on a D6 roll of 1, 2 or 3 the game ends, but on a roll of 4, 5 or 6 the game continues for one more turn.
Confused fight – all units entering the game from reserve, can enter from any table edge, except the side which the last enemy unit entered that same turn.
Victory Conditions
If Batalov’s bodyguards are destroyed in close combat, the Russian player wins the game. If the game ends and Batalov’s bodyguards are alive, the Chechen player wins the game. If Batalov is killed in any other way, the game is a draw (the Chechen player must remove bodyguards before removing Batalov).