This is a Co Pilot AI Assisted Scenario - by which I mean, I asked for a scenario based on 3 players per side but we actually had 4 per side, so I had to adjust it a bit - and some of the things it suggested I ignored (or forgot about in the excitement and stress of setting up the game!)
This is what Co Pilot provided me with:
Wargame Scenario: The Gates of Kiev (September 1941)
📌 Game Setup & Table Topography
The table is oriented with the long side (4.8m) running East to West, and the short side (2m) running North to South.
West Side The Suburban Fringe. Dense apartment blocks, factories, barricaded streets, and tram lines. This is the Soviet Deployment Zone.
Centre Strip The Outer Perimeter. A mix of open parks, anti-tank ditches, concrete bunkers, and scattered wooden dachas.
East Side: The Approach Plateaus. Open fields, rolling hills, and rural roads leading toward the city. This is the Axis Deployment Zone.
The Three Sectors (North to South)
The 2m width is divided into three distinct parallel tracks, assigned to individual player pairings:
Sector A (North) – "The Factory District": Dense industrial ruins, railway tracks, and heavy stone structures. High cover, minimal vehicle mobility.
Sector B (Centre) – "The Main Boulevard Line": The primary arterial road into the city, flanked by wide plazas, a park, and tram lines. High vehicle mobility, lethal open fire lanes.
Sector C (South) – "The Residential Suburb": A labyrinth of wooden dachas, gardens, earthwork trenches, and orchards. Moderate cover, highly unpredictable sightlines.
Order of Battle (OOB) Guidelines
Recommended Rulesets: Bolt Action (Company level), Chain of Command (Large scale), or Flames of War/O Group (adapted for 28mm). IGNORED THIS!
The Soviet Rearguard (Defenders)
The Soviet forces are poorly supplied but heavily dug in, relying on fanaticism, local knowledge, and pre-prepared ambush positions.
Player 1 (Sector A): Factory Militia & Workers' Battalions. Large squads, low quality (Inexperienced/Green), but highly motivated with plentiful Molotov cocktails and SMGs.
Player 2 (Sector B): NKVD Security Regiment & Regular Red Army. Confident, well-equipped with heavy machine guns (Maxim teams), anti-tank guns, and a single dug-in KV-1 or T-34 tank.
Player 3 (Sector C): Regular Rifle Platoon & Sappers. High concentration of booby traps, snipers, and flamethrowers.
The Axis Vanguard (Attackers)
The German forces possess overwhelming fire support and mobility but face severe penalties if their advance stalls or if they lose too many armoured vehicles.
Player 1 (Sector A): 29th Motorized Infantry Division. Pioneer-heavy platoon equipped with demolition charges, flamethrowers, and half-tracks.
Player 2 (Sector B): 9th Panzer Division. Armoured spearhead featuring Panzer III and Panzer IV tanks, supported by recon motorcycle units.
Player 3 (Sector C): 71st Infantry Division. Standard, highly trained Wehrmacht infantry platoons with strong mortar and light artillery off-table support.
Scenario Special Rules
1. Hidden Deployment & Ambush DID THIS, KIND OF
The Soviet players do not place their infantry models on the table at the start of the game. Instead, they mark positions on a hidden map or use blinds/markers. Axis forces must physically move within line of sight or within 12 inches to "reveal" the Soviet squads.
2. The "Kyiv Inferno" (Booby Traps) DID NOT DO THIS (Forgot About It!)
The Soviet players receive six Booby Trap tokens to place secretly in any building or barricade in the West (Suburban) zone.
When an Axis unit enters a rigged building, roll a D6.
On a 4+, the trap detonates, inflicting heavy HE (High Explosive) hits on the squad inside.
3. Lateral Reinforcements (The Multi-Player Dynamic)
Because it is a single 18x12 table, players are not locked out of their neighbours’ games.
Starting on Turn 3, if a player completely clears their own 6-foot Centre Strip section, they may redirect up to one platoon or armoured unit laterally into an adjacent teammate's sector to flank the enemy.
Objectives & Victory Conditions
The game lasts for 8 Game Turns. IGNORED THIS
Axis Victory Points (VPs)
Capture the Blocks (Primary): 5 VPs for every major building complex secured in the Western suburban sector at the end of the game.
Breakthrough (Secondary): 3 VPs for every operational Axis vehicle that exits the Western edge of the board via the Main Boulevard (Sector B).
Soviet Victory Points (VPs)
Hold the Line (Primary): 10 VPs if the Axis forces fail to secure the Central Boulevard plaza by Turn 6.(we made it the end of the game)
Bleed them Dry (Secondary): 1 VP for every Axis infantry squad completely destroyed, and 3 VPs for every Axis tank knocked out.
As is traditional in my AAR's when John is present, I now have a shed load of close up images - many done twice, once in colour and once in period style black and white - I will scroll through and delete any I think are sub standard but most of them will probably pass the test













































































































