WG200 "King of the Hills"
Scenario Design by Bill Thomson; Updated 171024
October, 1942 : As the German assault
on Stalingrad rages, Army Group A continues to move further into the Caucasus.
Each kilometer advanced is further from the railheads and dilutes the German
forces across a wider frontage. At some point the German momentum is lost as
Russian resistance stiffens.
VICTORY CONDITIONS:
The German player must occupy three of the five victory point
hexes (V3, W4, X5, Y7, Z7) with an unbroken infantry unit (leader, squad or
crew) at the game' s end. An inherent vehicle crew must be on foot to qualify
for victory purposes.
BOARD LAYOUT:
SCENARIO SEQUENCE:
Russians
Setup First |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
END |
Germans Move
First |
RUSSIAN FORCES:
- AT START: Set up on any whole or half hex
west of hex row N inclusive (N-GG):
1x9-0 Commissar; 1x8-1; 1x6+1; 12x447, 3x237, 2xLMG, 1xMMG, 2xATR, 1x45L ATG
(45MM/L46 M32); 1x50mm MTR (50MM PM 40 ); 1x37AA (37MM/L74 M39)
- TURN 4: Advanced elements of a Guards
Rifle Regiment; enter on west edge.
1x9-1, 1x7-0; 5x458, 2xLMG; 1xATR
- TURN 5: Armor released from local repair
unit; enter on west edge.
1xT34/76B
GERMAN FORCES:
- AT START: Set up on any whole or half hex
east of row M inclusive (A-M), but at least two hexes from a Russian unit:
1x9-1, 1x8-1; 1x8-0; 1x7-0; 3x548; 12x467, 2x247; 4xLMG, 1xMMG, 1xDC; 2xATR;
1xPzKwIIIJ (+0/-1); 1xPzJag IIM; 1x 81mm MTR (81.4mm sGrW 34)
SPECIAL SCENARIO RULES:
- WG200.1: TERRAIN: Treat all brush hexes (18N3)
as woods; wheatfields are in effect. Roads do not exist. A light breeze
exists (all smoke drms are halved, fractions rounded up). The bridge at
R5 has no TEM or LOS effects.
- WG200.2:: The Russians may utilize
up to eight fortification points as part of their setup. Each entrenchment,
roadblock, or wire, counts as one fortification point. 135 bunkers count
as two fortification points, 157 bunkers count as three fortification point.
Not other fortifications types are allowed. The Germans receive with entrenchment
counters as a function of the number of fortification points spend by the
Russians. The number of German entrenchments is one half (FRD) the number
fortifications points spent by the Russian player. (Example; Russians use
7 fortification points, Germans get 3 entrenchements). Roadblocks may be
placed in any hexside location.
- WG200 3: German 548s are considered
to be assault engineers with unlimited smoke making ability.
- WG200.4: The Russian
9-0 Commissar is always considered the highest ranking leader in a hex (Commissar
MCs are taken first). All units stacked with an unbroken Commissar have
their morale increased by one. Unit is attempting to rally by a Commissar
are immune from DM effects. However any infantry unit failing a rally attempt
by a commissar is eliminated. Should a Commissar go berserk, all friendly
Infantry in he same location automatically go berserk. Use a blank leader
counter to represent the commissar (commissars exist within the VSQL module.).
- WG200.5: The Russian 458 are Guards Rifle
units found in the ASL counter set. For those with COD, british 458s can
be substituted. VSQL included these units by design.
- WG200.6: 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.