Although the rules are not particularly well organized for the "vehicle learning" approach of this Tactical Training Series, it is best to start vehicles with basic movement and facing. This can then form a strong foundation for the later complexities of armored fighting vehicles (AFV) that are armed with ‘cannon’. Byusing the more vulnerable trucks and halftracks, this scenario canalso demonstrate the options available to infantry when opposingvehicles. Consider this your opportunity to "learn to drive" inthe Squad Leader system. But then, there is much more to this scenario than just the introduction of vehicles!
[Introducing: Vehicles, Vehicle movement, more Hill and Shellhole movement, basic Multi-Story buildings, infantry options versus vehicles, panzerfausts, overrun, tactical choice]
BOARD CONFIGURATION:
+-------------+ - - - - - - +
^ | | 3
|
| | not used | |
N | | |
+-------------+ - - - - - - +
Use only rows A through Q (inclusive).
Note that Wheatfields are present due to the Scenario date.
Gamma(zero) RULES: Through Beta-1, Multi-story buildings (7.4-7.7, 7.9), Vehicles: 16.7, 28.1, 28.3, 29-30.5, 30.8-31.6, 31.8, 31.9, 32.3, 32.4, 32.6, 32.7, 40.1-40.3, 43.61, 44.1, 44.22, Trucks (51)
All set up is specified +---+---+---+---+-------+
|
1 | 2 | 3 | 4 | END |
Germans move first +---+---+---+---+-------+
VICTORY CONDITIONS: The Russians win by reinforcing the town with at least 4 squads or their equivalent. Every 628 that is WEST of the Q3/N4/N6/Q8 road at game end (even if broken) counts as ONE squad. Every 628 and every functioning Russian Truck (Halftracks do not count) ON the Q1/Q3/N4/N6/Q8/Q10 road at game end counts as 1/2 squad. If a halftrack is immobilized or wrecked, the Russians must have FIVE (one additional) squad or equivalent for victory. The Germans win by preventing the Russian Victory Condition.
RUSSIANS: Village garrison elements
hex O5 hex P4 hex
P6
+---+ +---+ +---+
|447| |447| |9-1|
+---+ +---+ +---+
3 2
Support column: Enter turn 1 on any east edge hexes, all infantry must enter as passengers.
+---+-----+GERMANS: Flank company, advance guard
hex N2 hex
O1
+---+---+---+ +---+---+---+
|9-1|467|MMG| |8-0|467|lmg|
+---+---+---+ +---+---+---+
2
Gamma (one) Scenario augmentation elements:
Russians: [AFV, Halftracks] RULES: 30.6, 30.7, 32.5, 33.5, 35.8, 40.5, 47 |
Germans: [Firepower] Hex I1 |
Gamma (two)
Russians: [Armed Halftracks] hex O5 with reinf. +---+ +---+-----+ add: |lmg| |628| M-3 | +---+ +---+ w/mg| 2 +-----+ RULES: 28.4, 33.2, 33.9, 34.8, 35.1-35.4, 35.6-35.9, 38.2, 38.3, 39.2, 41.2 |
Germans: [Reinforcements] TURN 2: Enter south edge, east of row I (inclusive). +---+---+---+ |
Gamma (three)
Russians: [Force Flexibility] |
Germans: [Panzerfausts] with any squads (incl. reinf) |
Important note: PF’s must apply To Hit Case A, an additional +2 DRM, to all Defensive Fire attempts versus moving targets. |
Playtest credits: Pete Belford, Dave Carter, Lars Clausen, Miguel Commte, Jason Coyle, Matt Davis, Chris Edwards, Tom Gould, Jon Grantham, Steve Grey, John Jones, Brandon Kassebaum, Jim Kiraly, Marc Lammers, Greg Layton, Paul Mills, Eric Pass, Scott Powers, Ken Ray, Eddy M. del Rio, Chris Roberson, Chris Sellers, Curtis Teeters, Walter Weidmann, Jay Yanek, Alan Yngve.