February, 1942: A desperate and demoralized German infantry outpost seeks to survive another cold winter day.
The German player must ensure all three road junction hexes (J1, P9, and I8) are clear of Russian fire to allow the arrival of the mobile reserve relief force. To be considered clear, no unbroken Russian infantry (leader, squad, or dismounted crew) may be within two hexes (inclusive) of that junction hex and have a clear LOS to that junction hex. The Russians win by avoiding the German victory conditions.
• Germans Setup First; Russian Moves First; 7 Game Turns.
• AT START: Elements of a demoralized German infantry
battalion: All German units must setup in buildings, no more than one squad
and SW per hex (upstairs/downstairs is considered the same hex), west of Row
Z (inclusive). There is no restriction on leaders, gun, and crew other then
limited to the setup area. The gun and crew may setup HIP (SSR WG214,4): 1x9-1;
1x8-0; 1x6+1; 2x548, 9x467; 1xMMG; 2xLMG, 2xATR, 2x50mm MTR, 1xDC, 1x 247; 1x
75mm/L12 LeIG18 INF
• TURN 5: Ad Hoc reserves: 1x PSW222: 1xSPW250/1, 1x28LL ATG, 1x248: Enter via single West edge with ½ MPs spent off-board, using sequential movement. (See COI Rulebook inside Cover, A Word About Scenarios). NOTE: per Q/A, hexes A5/A6 and GG5/GG6 are the same road hex for Sequential Movement purposes.
• AT START: Elements of the 36th Tank Brigade: Setup
in any whole or half hex on or East of row AA (inclusive): 1x10-0 Commissar;
1x8-0; 6x447; 6x436; 2x537; 3xLMG; 1xATR; 1x50mm MTR.
• TURN 1: Light Tank element of the 36th Tank Brigade: Enter east edge from a single hex using sequential movement. 2xT60; 3xT60A.
• WG214.1: Terrain: Treat the valley (H6) as level 0
terrain. All orchards (V8), crags (H1), pond (L9/M9), and wheatfields are open
ground. All footpaths (V6) are ignored. All brush (X7) is considered woods.
Due to ground snow, vehicle road movement costs 1 MP. The bridge (F6) does not
block LOS nor provide any TEM. Cliffs (E8/E9) do not exist.
• WG214.2: German 548s are engineers with unlimited smoke-making capability.
• WG214.3: German troops are exposed to harsh winter conditions and exhausted, so, whenever a German squad breaks, it is permanently replaced by a broken conscript counter (436). They are also desperate and subject to Advanced Berserk Status (Supplemental Rule D) and, when broken, will go berserk on a die roll of “2” or “3” (prior to modifier adjustments) when taking a morale check due to enemy fire.
• WG214.4: The German gun and crew set up HIP and define their facing when revealed. They do not lose HIP status if friendly units fire from or move through the hex.
• WG214.5: The Russian 10-0 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.).
• WG214.6:. When three T60s are destroyed and/or immobilized, the remaining T60s must seek to exit the east edge at fastest possible speed in the next Russian movement phase. The T60s are subject to COI 1-man turret rules (Vehicle Note KK): Due to the commander being the loader and gunner, a +1 DRM is added to all main armament fire (in addition to the +1 DRM for being BU) and, if CE, no turret weapons may fire.
• WG214.7: All Entrenchment rolls have a +2 penalty due to frozen ground. German base entrenchment number is hence 3, Russian is 4 (Supplemental Rule J). Armor crew morale: German 8; Russian 7 (Supplemental Rule B).
© 2017 A Squad Leader Academy Scenario; www.wargameacademy.org/SQLA
Scenario Design: Bill Thomson
Scenario Development & Playtesting: Scott Bramley. Tim Davies, Pete Pollard, and Bill Thomson
Scenario Card Composition: Bob Osipov