WG110: "Reconnaissance in Force (B)"
Scenario Design by Bill Thomson; updated 110601
June 1944; As 'Green'
American units enter the combat line and 'See the Elephant', lackluster leadership
and tactics leads to high casualties as the pressed Germans retain a sting.
RULE LIMITATIONS: All Squad Leader 4th
edition rules apply, in addition to SQL compiled Q/A and Squad Leader Academy
rule conventions.
VICTORY CONDITIONS: The American player
wins if he occupies with an unbroken unit and has uncontested control or destroys
all three building L6, O4, and T9 and ends the scenario with at least four unbroken
squads. If the American player successfully detonates a DC in L6 or T9 regardless
of the IFT result, the building is considered destoyed for victory purposes
occupation is no longer necessary.
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
hexrow V inclusive:
- 1x91; 1x70; 6x467; 1xHMG; 2xLMG
- TURN 3: Enter from West edge:
- 1x81; 1x6+1; 1xAHT, 4x468; 1xmmg; 2x:LMG
AMERICAN FORCES:
- AT START: Setup on any whole or partial hex east of
hexrow Z inclusive:
- 1x91, 1x80, 1x70; 2x847; 10x666, 1xMMG, 4xBAZ, 1xDC.
SPECIAL SCENARIO RULES:
- WG110.1: The
American 847s have unlimited smoke making ability in this scenario.
- WG110.2: The German 468 squads represent elite units
(i.e. Panzergrenadiers). Other than possessing higher morale, they have identical
capabilities as 467s.
- WG110.3: Note: Bazookas do not benefit from Point
blank fire; Bazooka To Hit die rolls are subject to +2 when firing at moving
targets.
- WG110.4: Board 16; Default orientation (hex id on
lower left); Roads do not exist, Wheatfields are in season. Brush hexes are
considered to be woods. During the American player setup, two woods hexes
(draggable overlays) may be placed in any non building hex that is not adjacent
to a hedge or wall. In these hexes, the woods is considered to extend to all
hexsides.
- WG110.5: Due to wet ground, a +2 drm applies to all
entrenchment attempts (base creation number is '3').
- WG110.6: 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.
PLAYTEST HISTORY:
- 7/10/04: The
first known playtest involved Pete Pollard and Bill Thomson. The Germans started
with 6x467, the Americans had to occupy all three buildings with a unbroken
unit, a DC could not destroy a building for victory purposes, adn could lose
no more than 8 squads. Hindered by consistent below average German DR in the
middle turns and steady German fire, the American effort was stalled never
getting adjacent to L6 and could not stay in O4. Post-game, several scenario
clarifications were made. The victory conditions were modified to the American
favor as reflected in the next game.
- 7/12/04: Robert Menzel and Bill Thomson
started via server play. Based on the previous result, the German at start
was increased to 7x467 due to VC changes in the American favor. Americans
needed only two VPs either by occupying the three VP buildings at 1 VP or
detonate the DC in a building gaining 1 VP and negating the occupation status
of the building. In hindsight, this mandated a forward German defense as T9
as a given and O4 is vulnerable to a DC attack, adn unintentionally eliminating
the American need to assualt the L7 position. Bad German DR and steady American
fire with a few KIAs thrown in on several 16 af attacks quickly reduced the
German forces. Changes were made mid game as reflected in this card. The DC
can only be used vs a single hex building for VP purposes, the German initial
force is back to 6x467, and the American must end the scenario with four unbroken
squads.
- 8/07/04: As part of the Boardgamers Player
Association 'World Boardgame Championships' held in Baltimore MD, four games
were played in the Squad Leader Tournament. The Germans won two of four plays
(Jimmy Chau, Andrew Cummins,Eric Filipkowski, Chuck Frascati, Chuck Leonard,
Paul Risner, Matthew Spitznagel, Bryan Van Nortwick).