OAF 23.1 "Pocket of Resistance"
Scenario published in ON ALL FRONTS,
issue #23. Modifications/clarifications made from its published form; Updated
by Bill Thomson 051127; rev 0
Shtottsy, July 12, 1941:
As the 56th Panzer Korps made its way to Leningrad, it encountered pockets of
stiff resistance by Russian forces. One such pocket was east of Shtottsy abreast
a via road link.
The German player must ensure there are no unbroken Russian
units adjacent to the road from I1 to A6 at the end of German Player Turn 5
(Note: there is no Russian Player Turn 5.) The Russians win by avoiding a German
- Scattered elements of the 27th Army - set
up east of hex row J inclusive. Entrenchments are placed on H2, H5, I5, J5.
1x9-1; 1x8-0, 5x447, 1x237, 1x6-12 HMG, 2xMMG, 1xLMG, 1xATR, 1x45L ATG, 4xEntrenchments
- Elements of 3rd Infantry Division attached to 56th
Panzer Korps -
- set up west of hex row L inclusive:
1x9-1; 2x8-1; 8x467; 1xHMG, 1xMMG, 4xLMG
- setup in hex P5:
1x8-1; 1xx247; 1xSPW251/1 mit 28cm (see SSR OAF 23.1.2).
SPECIAL SCENARIO RULES:
- OAF 23.1.1:
TERRAIN: The wheatfields in hex rows I-K do not exist, treat as open
- OAF 23.1.2: Rules pertaining to use of rockets
apply (63.7-63.78). 280* HE; ROF of 6; total of 6 rockets in a load,
and may reload once more if it does not move from its initial hex. This weapon
has a Breakdown of 11+ (or B11). Rockets must fire within the vehicles front
covered arc. The vehicle may not change its vehicle covered arc in the same
hex and fire (like an SP gun) in the same fire phase. There is no AAMG on
- OAF 23.1.3: The crew is subject to a-2 DRM
(Hazardous Movement) while loading and must take cover in a vacant adjacent
hex while firing.
- OAF 23.1.5: 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.
CREDITS: This scenario
published in ON ALL FRONT, Issue 35. Terry Treadway is cited as the scenario
DEVELOPER'S NOTES: Originally
the scenario was of four turns long. In the first game the rocket attack was
very devastating, leaving dead and wounded in burning wood hexes. However, subsequent
play by two different German commanders failed to achieve those dramatic results
and left them short of the victory conditions. For that reason, the scenario
was increased to four and one half turns, thus the game ends at the conclusion
of German Player Turn 5.