OAF 28.3 "Reversing Roles; SQL 11 Variant"
Scenario published in ON ALL FRONTS,
issue #28. Design by Harvey Newcomb III; Modifications/clarifications made from
its published form; Updated 060826
Rhine Valley, St.
Goar, Germany, March 24, 1945: Under cover of
early morning mist, two battalions were shuttled across (the Rhine) near the
village of Rhens, outside St. Goar. The Germans, though totally disorganized,
formed a semblance of defense based on a local HQ unit. The Americans made good
use of a heavy morning mist to get across the river undetected, but there was
shortage of boats and the units had to be shuttled over.
VICTORY CONDITIONS:
To win, the Americans must completely clear any one game board
of all non-broken German squads from any of that board's full hexes. The Germans
win by avoiding the American Victory Condition.
RULE LIMITATIONS: Rules Introduced: Section 60
BOARD LAYOUT:
SCENARIO SEQUENCE:
U.
S sets up first |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
END |
German
moves first |
AMERICAN FORCES:
- AT START: set up on any whole
hex using Hidden Initial Placement:
1x9-1; 2x8-1; 1x8-0; 1x6+1; 4x847; 1x847; 10x666, 9x246; 2x50calHMG; 4xMMG;
4xBAZ; 1xM4A4; 1xTruck; 6xWire; 4xEntrenchment. (Substitute a blank leader
for the 6+1).
GERMAN FORCES:
- TURN 1: Start
landing on TURN 1 on South edge as per 60.3:
1x9-2; 2x9-1; 1x8-1; 1x8-0; 29x467; 14xLMG; 4xMMG; 3xHMG; 12xPF; 1xFT.
SPECIAL SCENARIO RULES:
- OAF28_3.1: TERRAIN: Wheatfields are out
of season.
- OAF28_3.2: Neither side may move into river
hexes (60.1) once on the mapboard.
OAF28_3.3: Place all units which are still hidden on the mapboard
with concealment counters as soon as all German squads have landed.
- OAF28_3.4: The American command structure
at this point was very confused. The American player must roll one die at
the beginning of each American player turn. The resulting number is the maximum
number of STACKS (all units in the same hex compose a stack) which the German
can move in that Movement Phase. There is no limit to the number of units
he can move during the Advance Phase.
- OAF28_3.5: The Americans are critically
short of fuel and ammunition. Any time a vehicle moves it must roll one die.
A "6" die roll immobilizes the vehicle
at the end of the current Movement Phase. The crew does NOT have to check
morale after running out of gas.
OAF28_3.6: Whenever the AFV throws an unmodified TO HIT die
roll of 11 or 12, it has used its last round of ammunition. Place "Gun
Disabled" counter on the AFV for the DURATION OF THE GAME. MGs may still
fire but may run out ammunition in a similar manner.
VARIATIONS:
- A. Add one Radio with one
module of 105s artillery support to the German force.
- B. Add 1xUHT, 2xTruck, 4x666
to the American force.
CREDITS: This scenario
published in ON ALL FRONT, Issue 38. The scenario was designed by Harvey Newcomb
III as part of an article "Reversing Roles: The Trilogy is complete".
No rights are assumed by Wargame Academy. Refer to OAF issues 18 and 25 for
similar conversions.