Dragon SQL Scenario D2 "Large-Scale Streetfighting"
updated 060717
This
scenario was originally published in DRAGON Magazine, Volume IV, Number 11,
page 20. 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.
Russia, April, 1944: This scenario
again pits the Russians and Germans in a streetfight, but on a somewhat larger
scale. The streetfighting skills learned in Scenario #1 will be of immense aid
to both players in this on.
RULES USED: Rules for Squad Leader scenarios 1 through
5, 10 and SSR.
VICTORY CONDITIONS: The German must have unbroken control
of a road from the south edge to the north edge. Control is defined as no enemy
units adjacent to road hexes. Points will also be scored for destruction of
enemy units per the chart below. Russians win by preventing Germans victory
by either maintain at leas partial control of the road or scoring more points
than the German player.
Destroyed Unit |
Points
for Russian |
Points
for German |
|
Each |
Possible |
Actual |
Each |
Possible |
Actual |
Crew |
0 |
13 |
|
1 |
12 |
|
Squad |
2 |
24 |
|
2 |
54 |
|
Engineer/Guard |
3 |
9 |
|
3 |
18 |
|
MG |
1 |
13 |
|
2 |
14 |
|
Armor |
6 |
54 |
|
8 |
24 |
|
Halftrack |
4 |
24 |
|
0 |
0 |
|
Leader |
2 |
12 |
|
4 |
20 |
|
nonMG SW |
1 |
8 |
|
3 |
3 |
|
AT Gun |
0 |
0 |
|
3 |
12 |
|
ACHIEVE VICTORY |
143 |
|
|
143 |
|
TOTAL POINTS POSSIBLE |
300 |
|
|
300 |
|
|
|
NORTH |
SCENARIO SEQUENCE |
|
|
|
|
|
|
|
Russians setup first |
1 |
2 |
3 |
4 |
5 |
6 |
END |
Germans move first |
|
GERMANS FORCES:
- TURN 1: Enter in column on board 3, hex
Q10. Not all units are required to enter on turn 1.
1x10-2; 1x9-2; 1x9-1; 1x8-1; 1x8-0; 1x7-0; 3x838; 12x467; 1xHMG; 3xMMG; 9xLMG;
4xPF; 4xDC; 2xMkIVF1; 4xMkIVF2; 3xSTGIII75; 4xHalftrack(MG); 2xHalftrack.
RUSSIAN FORCES:
- AT START: The Russian may not setup more than one
AT gun and eight squads and/or crews on board 3. All units may use hidden
initial placement or may start concealed. Russians set up in building with
no more than squad and/crew units per building
1x9-2; 1x9-1; 1x8-1; 1x8-0; 1x7-0; 6x628; 27x447; 9x237; 2xMMG; 5xLMG; 1xRadio
with 1 fire mission of 120mm; 1x57mm ATG; 1x76mm ATG; 1x50mm Captured German
ATG.
- TURN 2: Enter on Board 1, hex GG6:
3xT34.
SPECIAL SCENARIO RULES:
- D2.1: All vehicle that enter the board on the same
hex must do so sequentially, with the second vehicle playing one additional
MP to enter, the third paying two additional MPs, etc. Note: Entrance via
a road hex would then expend MPs of 1/2, 1 1/2, 2 1/2, etc.
- D2.2: A captured support weapon (SW) has its Breakdown
Number decreased by 2 due to lack of familiarity with the weapon and difficulty
of ammunition re supply. A captured SW which breaks down cannot be repaired
unless recaptured by the player of the same nationality.
- D2.3: All attack by
capture ordnance must add +2 DRM to al To Hit die rolls. Attacks by captured
support weapons which do not utilize a To Hit table have their firepower factors
halved when rolling for effect on the IFT.
- D2.4: German 838s may place a total of six smoke
counters during the game.
- D2.5: 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.