WG111:"NUTCRAKER"
SQL Scenario design by Bill Thomson;
Updated 100717
February 1945. Germany; As
the German Reich crumbles, advancing American forces enter yet another German
city uncertain if they will be opposed by token forces or will face determined
resistance. For the common Allied soldier,, the goal of surviving the war in its
final stages supercedes proving oneself a hero. Even in 1945 when the German strategic
situation was hopeless, the German soldier continued to fight grim determination,
exacting a heavy toll on the Allied riflemen casualties and morale. An Allied
soldier lament paraphrased in Max Hastings book ARMAGEDDON: The Battle for Germany
1944-45 (2004; AA Knopf, New York; ISBN 0-375-41433-9) "Even though we are
winning the war, the Germans are not losing".
VICTORY CONDITIONS: The
Americans win by achieving uncontested control of building 21J3 at the end of
any complete game turn. without losing 9 infantry units. Uncontested control
implies no enemy infantry unit (leader, squad or crew) remains in any hex of
this building and one unbroken friendly squad is in any hex of the building.
Should the Americans lose 9 infantry units at the conclusion of any player phase,
they will immediately withdraw and cede victory to the Germans side. For this
purpose, AFVs and their crews have no value towards this infantry tally.
BOARD LAYOUT:
NORTH |
21 |
only row
A-P are playable |
20 |
SCENARIO SEQUENCE:
Germans
Setup First |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
END |
(SSR) Move
First |
GERMAN FORCES:
- AT START : Mixed elements of Kampfgruppe
Ludwig: Set up on any whole or half hex which resides solely on board 21.
No more than four German squads may setup in or within two hexes inclusive
of Building 21J3 (crews count as 1/2 squad for this purpose):
1x10-2; 1x8-1; 1x8-0; 8x467; 3x 247; 1x 50cal HMG (captured); 2xMMG; 2xLMG;
8xPF; 1xRadio; 1x50 ATG
- TURN 4: Ad-hoc armored support; enter
any east edge of board 21.
1xSTGIII75; 1xMkIVF1; 1x9-1; 1x838; 1x467; 1x; PF; 1xLMG; 1xDC
AMERICAN FORCES:
- AT START : Setup in any whole or half
hex which resides solely on board 20 and is not adjacent to a German infantry
unit:
1x9-2; 1x8-1; 1x8-0; 1x7-0; 12x666, 4x246, 3xMMG, 4xBAZ; 1xRadio; 1x105 HOW;
1xM4M52
- TURN 5: Elements of Tank Destroyer
battalion; enter on South edge:
2xM10
SPECIAL SCENARIO RULES:
- WG111.1: Treat all Graveyard
hexes (21M5) and Brush hexes (21N3) as Woods. Treat all Orchard hexes (21N7)
as Open Ground. Ignore Rowhouse status (20F5). The footpath (21M4) cost 1
MF for infantry when entered from another footpath hex. They are treated as
woods for all other purposes. Only buildings containing a staircase symbol
are considered multistory buildings.
- WG111.2: At the conclusion of the setup of both players,
the American player decides which player moves first.
- WG111.3: The German 838 may make unlimited smoke.
- WG111.4: All German units may use sewer movement,
no leader is required to enable this movement.
- WG111.5: The German radio may only be used to direct
the fire of an offboard 120mm Mortar which produces a single hex barrage.
The total number of cumulative HE and Smoke FFEs available is six. The weapon
breakdown on any FFE DR of 12 and repairs offboard via normal procedures.
The American OBA module consists of three rounds of 81mm. An American AR may
not be placed prior to Turn 3.
- WG111.6: The American 105 HOW may not setup
or be moved into a building hex.
- WG111.7: Rule
63.7 is voided. Mortars and the American 105 Howitzers are destroyed as per
48.2 (AT gun destruction) in SQL play until replaced by 65.9 in COI level
play.
- WG111.8: 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. As of 060410; eight games have completed with the
following results [bid in brackets]: A [+6\]; A [+4]**; A [+3]; A[+1]*]; A[+0];
A [+0]; G[+0]; A [-2]. * indicates A was working at maximum causalities during
final turns, ** indicates both sides were working at maximum causalities during
final turns. Thanks to B. Black, J. Blazel, A. Cummins, S. Eriksson, E. Filipkowski,
A. Jackson, R. Menzel, M. Pacheco, P. Pollard, C. Stewart, B. Thomson, D/ VanBronkhorst,
C. Young, A. Yngve,
UPDATE 100717:
Recent play in the 2009 SQLS BPA single elimination quarterfinal play by six
top tier players assessed that without bidding the German player has significant
advantages, as the Americans must effectively destroy all Germans in the key
building. This almost requires a flanking attack on both sides to prevent the
Germans from fading away during movement and advancing back from the safe side.
To mitigate this, the choice of who moves first now belongs to the American
player, forcing the German to setup exposed to American firepower or allow an
uncontested American initial advance. The M10 reinforcements now arrive one
turn earlier (turn 5). Thanks to Andrew Cummins, Scott Bramley, Phil Grasha,
Howard Rosenberg, Pete Pollard, and Bill Thomson for input.