OAF 2.1 "Across the Rhine"
This
scenario was originally published in ON ALL FRONTS number 2. Extensive clarifications
and modification have been made to the original scenario and modified by Bill
Thomson. Original design is credited
to Jeff Cebula; this scenario was used as the Round 1; CWA-Con 1981
Updated 060212
Rhine Valley, March 24, 1945:
As German Resistance began to crumble, Patton and his 3rd Army received orders
to "take the Rhine on the run". That noted exponent of the headlong
attack disdained to bother with artillery preparation and immediately flung elements
of the 87th Infantry into the river near St. Goar to establish yet another bridgehead
across the Rhine.
VICTORY CONDITIONS: The German
wins if at the end of the game he has an unbroken squad within normal range
and clear LOS of any of the American objective hexes (the normal ranger of German
squad may be extended by functioning MS); or has an AFV with functioning armament
occupying an objective hex at game end; or eliminates 8 American. squads. The
American wins by having an unbroken squad(s) within normal range and clear LOS
to any of the objective hexes and prevent the German victory conditions.
BOARD LAYOUT:
SCENARIO SEQUENCE:
|
German
sets up first |
1 |
2 |
3 |
4 |
5 |
6 |
END |
American
moves first |
|
GERMAN FORCES:
- AT START: Elements of Wehrkreig XIII and
local Volkstrum Units; set up on any whole hex using Hidden Initial Placement
(42):
1x8-1; 1x8-0; 6x467; 1xMMG; 1xLMG; 2xEntrenchments; 3xWire
- TURN 3 per SSR: 1x8-1; 4x436; 2xLMG; 1xOstwind;
1xHeavy Truck; 2xLight Truck
AMERICAN FORCES:
- TURN 1: Elements of the 87th Infantry Division;
start landing on the South edge as per 60.3:
1x9-2; 1x9-1; 1x8-1; 1x8-0; 12x666; 2xMMG; 1x50cal; 3xBazooka
SPECIAL SCENARIO RULES:
- OAF 2.1.1: After the German setup, the American
Player must randomly determine his objective (use artillery chits or other
means) which is kept secret from the German player and set aside for verification.
the chit drawn determines the objective as follows: 1=4Q1/Q2/R2; 2=4Y1/Y2/Y3;
3=2I1/I2/J2; 4=2Q/R1/S2.
- OAF 2.1.2: The German reinforcements entry
hex is determined randomly by rolling one die during the Rally phase of German
turn 3. The entry hex is as follows: 1=4Q1; 2=4Y1; 3=2I1; 4=2Q1; 5=2Y1; 6=Reinforcements
do not enter this turn, reroll next turn.
- OAF 2.1.3: After determine
the reinforcements entry hex, the German my choose to delay entry one turn
and then enter on an adjacent north edge road hex of his choice. This decision
is made in the Rally Phase.
- OAF 2.1.4: TERRIAN: Hills 621 and 538 are
ground level. All woods hexes on these hills exist as depicted.
- OAF 2.1.5: All Squad Leader river crossing
rules (60) are in effect. Mist (60.4) is considered the same as smoke in all
respects. The movement cost for mist is 1+COT to move into or through a mist
filled hex. American units that attempt to land on hidden German units on
the shoreline are eliminated.
- OAF 2.1.6: The At Start German units may
Boresight.
- OAF 2.1.7: Entrenchments and wire in woods
hexes are HIP as well. American units attempting to enter a HIP German position
has remains in the adjacent hex with all further movement of that unit(s)
cancelled.
- OAF 2.1.6: The Environmental Condition rules
are not in use.
- OAF2.1.7: For Overrun strenght calculations, IFE Main Armament
is treated as a MG (at full strength). The Ostwind overrun value is 4+4+12=20af.