OAF 38.1 "Kharkov 1943"
Scenario published in ON ALL FRONTS,
issue #38. Modifications/clarifications made from its published form
Updated 100713
Russia, 20 km south of Kharkov, August 22,
1944: Russian and German units move out cautiously
in search of the enemy and encounter on another near an isolated farming village.
VICTORY CONDITIONS: The player to last solely occupy
the 2nd floor of hex K4 gets 4 points. Each enemy squad or leader eliminated
is worth 1point. The side with the most points at game's end wins. A point tie
is a Russian victory.
BOARD LAYOUT: |
SCENARIO SEQUENCE: |
|
See
SSR for setup |
1 |
2 |
3 |
4 |
END |
See
SSR for first move |
|
Only rows D through Q (inclusive) are playable
GERMAN FORCES:
- TURN 1: Enter per SSR
1x9-1, 1x8-1; 5x467; 3xLMG
RUSSIAN FORCES:
- TURN 1: Enter per SSR
1x8-1; 1x8-0; 7x447; 1xLMG
SPECIAL SCENARIO RULES:
- OAF 38.1.1: All buildings are wooden and
first level, except hex K4 which has a second level. All
paved roads are dirt roads.
- OAF 38.1.2: Prior to play, both sides record
the order of entry of their forces. One squad must follow another in a continuous
string. Squads may not stack in pre game moves. Leaders and support weapons
may stack freely during pre-game moves.
- OAF 38.1.3: The marching order may not be
changed until turn 1 starts and normal play begins.
- OAF 38.1.4: Once the marching order of entry
has been recorded, each player draws one chit from one of two sets if chits
1-4 (i.e. one for each player), (or if available roll 1 four-sided die) and
compare to the chare below to determine their entry point:
- Chit/DR German
Russain
- ---1------O1-----G1
- ---2------Q2-----D1
- ---3------Q7-----D7
- ---4------K10---I10
- OAF 38.1.5: With the marching order and
entry point both now determined, the path of the lead squad for each side
must be pre written for 10 pre game moves. Each move s one hex. a column may
hold position for one or more pre game moves by writing " HOLD POSITION".
Turn 1 begins once in a clear LOS exists between forces or following the 10th
pre-game movement. If a clear LOS still does not exist following the 10th
pre-game move, roll a die to determine who moves first with the higher die
moving first.
CREDITS: This scenario published in ON ALL
FRONT, Issue 34. The scenario author not cited. This scenario was used in round
four of the ORIGINS 1984 Squad Leader Tournament conducted by Tom Greer. No
rights are assumed by Wargame Academy.