VICTORY CONDITIONS: To win
the US player must exit five squads off the southern edge of the map. The German
player wins by avoiding the US victory conditions.
BOARD Configuration: | ||
? |
|
|
North |
TURN RECORD CHART:
German
Sets Up First |
1 |
2 |
3 |
4 |
END |
American
Moves First |
1x8-0; 1x7-0; 7x4-6-7; 5x4-3-6;
1x8-0; 1x7-0; 8x8-4-7; 1xMMG; 1xPLC;
SSR
WG311.1: In
the original GIA scenario the American PLC counter depicted here in the
American OB would normally be a Hero counter.
However, since Hero counters are not introduced until the release of
GIA [159], in this version the American player may roll once on the Leader/Support
Weapon Creation Table below
to determine what type of leader or support weapon the PLC will represent or
he may elect to substitute for his own PLC if known.
The American Player must declare if he is rolling for a Leader or for
a Support Weapon prior to rolling on the table.
Leader/Support
Weapon Creation Table
|
||
Dice
Roll |
Leader Type Created |
Support
Weapon Created |
11-12 |
NONE |
NONE |
10 |
6+1 |
2x
Bazooka |
9 |
7-0 |
Bazooka |
6-8 |
8-0 |
MMG |
4-5 |
8-1 |
2xMMG |
3 |
9-1 |
HMG |
2 |
9-2 |
HMG
(50cal) |
AFTERMATH: A number of light Russian AFVs, supported by a single KVII and a single T-34, advanced on the lead elements of the 21st Panzer Regiment. Stunned by the appearance fob the two armored monsters not encountered before on the Army Group Center from, the German panzerjaegers scattered. A handful of German tanks were all that stood in the path of the Soviet advance. The T26S and BT5 tanks were routed by the PzKwIII's. The German 37mm shells, however, were unable to affect the KVII or T-34. Tow panzers were quickly destroyed. At that count three PzKwIV's arrived to engage the KVII, while the remaining PzKwIII's concentrated on the T-34s vulnerable tracks. Soon both Russian heavy tanks were out of action, the KVII bogged down on soft ground and the T-34 with its treads shot away. Without the threat of the KVII or T-34, the panzerjaegers rallied and were able to hold their position. this incident reveals the cardinal sin of the Russian command: employment of their superior T-34 and KV types not in formation, but individually among light and medium tanks, or as support for the infantry. It was a mistake Soviet Russia was to pay dearly for.
CREDITS: Original design by Burt Baker, Development by Jon Mishcon & Joe Suchar. The TS scenarios were used in the Origins 1983 COI/COD tournament.
Applicable COD Rules:
118. ORCHARD (Provided
here from the COD rulebook for clarification of the terrain and its effects)
118.1
Any hex or half hex containing multiple dark green clusters is considered an
orchard hex. An
example of an orchard hex is 6F5.
The term “orchard” is used to represent any wooded area without dense
undergrowth.
118.2
The movement cost for entering an orchard hex is identical to that of Open
Ground for all types of units.
118.3
Orchards have no terrain effect modifier of any kind.
Therefore, target units moving through an orchard are not subject to the
-2 defensive fire DRM for moving in the open.
The TO HIT category for ordnance weapons firing at an orchard hex is
“other”.
118.4
Orchard hexes do not block LOS or penetration except as listed below.
They are not considered “woods” for any purpose.
118.41
Units on the same level as the orchard may not trace a LOS through more than two
orchard hexes inclusive of the target hex.
MG penetration may extend through more than 2 orchard hexes but in so
doing is resolved as Area Fire.
Remember, however, that MGs must have a LOS to a target (or suspected
target) in order to fire.
Keep in mind that the green clusters do not obstruct LOS; they merely
identify the hex as an orchard hex.
118.42
The hex directly behind an orchard hex in direct LOS from a firing hex of higher
elevation is considered a blind hex and cannot be fired upon during any scenario
taking place during April through November.
118.5
The “kindling” (102.22) number of an orchard hex is 11+.
The “Spread” (59.4) number is 9+.
118.6
Orchards do not cause breakdowns or present any movement hindrance to vehicles.
118.7
Broken units may rout through orchard hexes without being eliminated due to the
presence of enemy units in LOS and normal range.
An orchard hex is not suitable cover for a broken unit to end its rout
in, although they could remain in such terrain until a possible route to a woods
or building hex exists.
118.8
The allowable LOS through orchard hexes is increased from 2 hexes to 3 hexes
during any scenario taking place during the December-March period.