Dragon SQL Scenario D1"Fighting in the Streets"
updated 060717
This
scenario was originally published in DRAGON Magazine, Volume IV, Number 10,
page 38. The original scenario author is Bryan Beecher. Clarifications
and modification have been made to the original scenario by Bill Thomson for
Squad Leader Academy tournament play.
TIMEFRAME: June,
1942.
RULES USED: Rules for Squad Leader scenarios 1 through 4
and sections 54 & 57.
VICTORY CONDITIONS: The player who controls the most
buildings is the winner. Control is defined as the building being occupied by
an infantry unit (may be broken) such as a squad, crew or leader with no enemy
units present. Should both players control an equal number of buildings, the
German wins. In non-tournament play, both players controlling an equal number
of buildings at the game's end constitutes a draw.
SCENARIO SEQUENCE: |
Russians setup first |
1 |
2 |
3 |
4 |
5 |
6 |
END |
Germans move first |
|
GERMANS FORCES:
- AT START: setup second in woods or building
hexes south of hex row BB inclusive 10-2, plus any *two* of the following:
1) 8-1, 2 x 838, 6 x 467, 3 x 247, HMG, MMG
2) 9-2, 7-0, 10 x 467, 247, MMG, 5 x LMG
3) 9-1, 8-1, 8-0, 3 x 838, 5 x 247, LMG
4) 9-1, 8-0, 10 x 467, 2 x 247, 2 x MMG, 5 x LMG
5) 9-2, 9-1, 8-1, 5 x 467, 5 x 247, 4 x LMG
RUSSIAN FORCES:
- AT START: Russian: setup first in wood hexes north
of hex row F inclusive. 10-2, plus any *two* of the following:
1) 9-1, 628, 13 x 447, 5 x LMG
2) 8-1, 3 x 628, 10 x 447, 237
3) 8-1, 12 x 447, 3 x 237, HMG, MMG, 3 x LMG
4) 8-1, 8-0, 15 x 447, 237, LMG
5) 8-0, 7-0, 6 x 628, 2 x 237
SPECIAL SCENARIO RULES:
- D1.1: TERRAIN: Treat all hill hexes as wheatfields
.
- D1.2: Russian 628s and German 838s have unlimited
smoke making capability.
- D1.3: SIDE SELECTION PROCEDURE: Each player
takes one marker of either nationality and simultaneously reveals their choice
of side. If opposing sides are selected, those sides are assigned. If the
same side is chosen, the players bid for side with the lower rated (seed)
player bidding first. Bids may start at '0' and progress in whole numbers
only. The bid is the numbers of dominant AT START squads to be added to the
opposing side. The bid continues until one player accepts the opposing side
whose force is augmented with that bid.