WG109: "Reconnaissance in Force (A)"
Scenario Design by Bill Thomson; REV 1.3; updated 120323
June 1944: As 'Green'
American units enter the line and 'See the Elephant', lackluster leadership
and tactics leads to high casualties as the pressed Germans retain a sting.
RULE LIMITATIONS: Rules in Effect: 1 to
25 Scenarios 1 & 2, 44.2 Wheatfields, 37.4 Bazookas, 50 Americans, 54 Entrenchments,
compiled Q&A and Squad Leader Academy rule conventions.
VICTORY CONDITIONS: The American player
wins if he controls and occupies with an unbroken infantry unit all three buildings
L6, O4 and T9. No good order German infantry unit can be in any non-destroyed
(See SSR 109.1) building at game end. The Germans win by preventing the American
Victory Conditions.
BOARD LAYOUT:
SCENARIO SEQUENCE:
Americans Setup First |
1 |
2 |
3 |
4 |
5 |
6 |
END |
Americans Move First |
GERMAN FORCES:
- AT START: Setup on any whole or partial hex west of
row U inclusive:
- 1x91; 1x70; 6x467; 1xHMG; 2xLMG
- TURN 4: Enter from West edge:
- 1x81; 1x6+1; 5x468; 1xmmg; 2x:LMG
AMERICAN FORCES:
- AT START: Setup on any whole for partial hex east
or row Z inclusive:
- 1x91, 1x80, 1x70; 2x847; 10x666, 1xMMG, 3xBAZ, 2xDC.
SPECIAL SCENARIO RULES:
- WG109.1: The American 847s have smoke
making ability in this scenario. The Americans may place a DC in buildings
L6 or T9 to satisfy the control and occupation condition of that building.
The condition is satisfied if operable placed (23.4 & 23.8) and the DC
is removed from play in the immediately following AFPh. Building Terrain Effects
are unaffected
- WG109.2: The German 468 squads are
elite forces. Other than possessing a higher morale, they have the same capabilities
of 467 squads. Players may use the counters found in the COI game-set or substitute
Russian 447 counters using 468 capabilities.
- WG109.3: Note: Bazookas do not benefit
from Point Blank Fire; Bazooka To Hit dice rolls are subject to +2 when firing
at moving targets.
- WG109.4: Roads do not exist, Wheatfields
are in season. Hex W6 is considered woods. Brush hexes are considered to be
woods.
- WG110.5: Due to wet ground, a +2 drm applies to all
entrenchment attempts.
- WG109.6: SIDE SELECTION PROCEDURE:
Each player takes one marker of each 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 number of dominate 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. Please report the bid, winning side
and comments (i.e. uneven die rolls at key moments) as this data will be used
for balance modification the scenario prior to its published form.
PLAYTEST STATUS: This scenario is currently in playtest
(Beta Release), please contact Squad
Leader Academy to join this effort. The 'final' version will be published
as a SQLA/Wargame Academy (WGA) scenario pack. This scenario underwent a playtest
ending in March 2012 resulting in the above clarifications. The most significant
was delaying the German reinforcements one turn and adding the woods hex in
W6.