VICTORY CONDITIONS: The Germans win if they control a contiguous road route between Y1 and I10 at scenario end. A controlled road route is defined as a chain of hexes connected by road, all of which are neither occupied by nor adjacent to an unbroken Russian squad, nor contain the roadblock. The Russians win by avoiding the German Victory Conditions.
BOARD LAYOUT: Board 1, long dimension is North/South. ID# is in the NW corner/
N +---------------------------+ O | | | R | | | T | 1 | | H +---------------------------+
SCENARIO SEQUENCE:
Six full game turns; see SSR 7; set in order specified; Germans move
first.
RUSSIAN FORCES: Elements of the Soviet Independent Maritime Army:
Concealed force: Set up first, north of hexrow Q (inclusive).
Bid force: Set up last, south of hexrow CC (inclusive).
Elements of German XXX Corps: Set up second, between hexrows Y (inclusive) and R (exclusive, except that R1 and/or R7 may be occupied).
SPECIAL SCENARIO RULES:
SSR 1: All applicable rules from the SQUAD LEADER rule book
(4th edition) are in use.
SSR 2: Each player secretly creates a Russian bid force per
the values on SL page 28. Due to the scenario date, neither the SU
122 nor the SU 152 may be purchased. No concealment counters,
fortifications or mines may be purchased. The player with the lowest
bid plays the Russians. If the bids are equal, decide the Russian
player by die roll. The Russian player always uses his/her own bid
force. Announce the components of the winning bid prior to set
up.
SSR 3: TERRAIN: Vehicles may not set up in or enter building
hexes.
SSR 4: TERRAIN: Add a Sewer Entrance to hex cc7.
SSR 5: SEWER MOVEMENT: All Russian infantry may use sewer
movement, rules are modified as follows: Rule 27.21: Not used for
this scenario. Rule 27.22 modifications: Sewer movement requires a
2d6 roll. An infantry unit must "pass" a normal morale check to
succeed. Failure of this morale check does not break the unit, but
results in the normal "lost" procedure. A leader attempting sewer
movement _may_ be accompanied by up to three squads, a leader _may_
apply his leadership DRM to his own sewer movement morale check.
Squads accompanying a leader do not roll for sewer movement but
succeed/fail along with the leader. A 2d6 roll of "12" always results
in the units becoming lost.
SSR 6: RUSSIAN CONCEALED FORCE: The Russian player has 180
points with which to "purchase" leader(s) for this force using the
values on page 28. This "purchase" must be made at set up and the
German player must be informed of the choices. The Russian PLC may be
exchanged for one of these leaders and be deployed with this force if
the exchanged leader is of exactly equivalent rank.
SSR 7: RUSSIAN BID FORCE: The Russian player may choose to
deploy one ATG and crew (if purchased) with the concealed set up
force. The German player must be notified of this deployment on set
up of the concealed force. If this option is chosen, the scenario is
extended by giving the German player (only) a turn 7. [Scenario
becomes 6.5 turns.]
SSR 8: GERMAN EQUIPMENT PURCHASE: After the initial (non-bid)
Russian forces have been set up, the German player may "purchase" 500
points worth of equipment from the page 28 listing. Only (and any)
non- infantry 1/2" counter listed on page 28 may be "purchased"
except for Panzerfausts, as they have not yet been introduced. German
LMG may be "purchased" for a "bulk rate" of three for 25, one LMG
still cos
SSR 9: All German 838 squads have unlimited smoke.
SSR 10: MORTARS: Due to their high trajectories, Mortars may
not be fired from multi-hex buildings unless occupying a rubbled hex.
Minimum range of Mortars is modified to 5 hexes. Mortars may fire
smoke.
SSR 11: OBA MISSIONS: The specified German radio, and any/all
additional radios purchased by either player will be provided with an
OBA module of: 4 missions of 80mm, 3 missions of 100mm, 2 missions of
120mm, or 1 mission of 150mm.