WG103: "Eviction Notice"
Scenario Design by Bill Thomson; updated 190214
SEPTEMBER 1944: The success
of an imminent American assault is threatened by the discovery of a German
observation post in a nearby church steeple which oversees the countryside. A
small force is quickly dispatched to secure this building.
VICTORY CONDITIONS: The
Americans must be the sole occupant of building 3M2 (with at least one occupying
unbroken squad) at Game's end.
- AT START: Elements of Panzer Lehr:
At start forces: Setup on Board 3 and/or any whole or half hex on board 2 with
ID number of 2 or less:
1x9-1 ; 1x8-1; 1x8-0, 8x467, 2xMMG, 2xLMG; 5xPF,
1xRadio, 15xConcealment, 1x50mm ATG; 1x247
- TURN 4: Enter from South
1xStUGIII105; 1xSTUGIII75, 1x8-1; 2x838; 2xDC
- AT START: Elements of
US 2nd infantry Division; All units enter on turn 1 from North
1x9-1; 1x8-1; 1x7-0, 2x847, 6x666, 1x246, 2xMMG, 1x DC, 2xBAZ,
lxM4M52; 2xM10; 1xM16; 3xUHT; 3xTrucks; lx81mm MTR
SPECIAL SCENARIO RULES:
- WG103.1: During the American Turn 1 rally phase, the German player secretly
chooses if his OBA module is 4 missions of 80mm, 3 missions of 100mm, 2 missions
of 120mm, or 1 mission of 150mm. Radio contact can be attempted in the initial
rally phase but German Artillery Request can not be placed until Rally Phase
of German turn One.
- WG103.2: The
ATG and crew may setup hidden in appropriate terrain and need not define their
CA until it is revealed. These units may remain hidden EVEN if other units
in the hex fire or move.
- WG103.3: To represent the elite status
of this German formation, all German units in the 3M2 building are considered
- WG103.4: TERRAIN:
Hills do not exist, treat all such hexes as ground level; woods and buildings
still exist in these hexes.
- WG103.5: No American
infantry units have smoke; German 838s have unlimited smoke.
- WG103.6: NOTE: The American M16 may not carry
passengers nor be part of a Firegroup. Leaders many not modify M16 fire attacks.
M16 normal range is 8 hexes per 28.4.
- WG103.7: 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 to the scenario prior to its published form.
PLAYTEST STATUS: This
scenario is currently in playtest (Beta Release), please contact Squad Leader Academy to join
this effort. The 'final' version will be published as a SQLA/Wargame Academy
(WGA) scenario pack.