Scenario Design by Bill Thomson; updated 130615
Eastern Front, Near the Gulf of Riga, November 18th, 1944:
The Leningrad Front resumes the offensive against the German forces tenaciously
defending the southern point of Saaremaa Island, in the Gulf of Riga. The possession
of this tongue of land is vital to the Wehrmacht, which has to consider the evacuation
of Army Group North, who are trapped in Northern Latvia, east of Riga. The German
Army is already stretched thin, and a repeated scene, seen on both fronts, is
depicted. A German mobile
VICTORY CONDITIONS: Germans win
by occupying at the games's end at least three of the building hexes in the
village center with a leader, squad, or crew. A melee hex does not qualify as
German occupancy. Allies win by avoid a German victory.
- AT START:
Elements of a German Mobile AT company: Enter turn One between 3O1 and 3S1
- 1x10-2; 1x8-1; 1x7-0, 2x838, 5x467, 1x247, 1x MMG, 3xLMG,
1xFT, 1xDC, 6xPF, 1x75ATG, 1xRadio, 1xSTGIII105, 1xPzIVF2, 2xAHT, 2xUHT,
- TURN 3: An off board 105mm single hex OBA per SSR
- AT START: Setup East of hex row F inclusive
and/or West of hex row BB inclusive. Units may be withheld as passengers for
the vehicles entering on turn 1. Refer to SSR3
- 1x81,1x7-0, 4x628, 26x447, 1x50cal, 4xLMG
- TURN 2: All vehicles and their passengers must enter
from either East and/or West board edges per SSR 3.
SPECIAL SCENARIO RULES:
- WG105.1: TERRAIN: Building 3M2 is a two-story wooden
building. Roads do not exist, treat as open ground. Prior to start of game,
the Russian player may at their option designate one additional building outside
the village center (enclosed by mapboard printed road) as a two story building.
This is revealed prior to setup; each hex of this selected building has a
stairwell. All level two hill hexes are level one hill woods hexes (any buildings
within still exists).
- WG105.2: Due to a constant heavy breeze, no smoke
of any kind (including building fires) is present in this scenario.
- WG105.3: During the Russian Setup, the AFVs and any
accompanying passengers and SWs are placed off-board on their side of entry.
They may enter from any hex(es) on that side of entry during turn 2. All others
units are placed in the defined setup areas.
- WG105.4: The German radio may only be used to contact
an off board WESPE with a 105mm gun. Starting on German Turn 3, the German
player may utilize the normal artillery procedure however only a single hex
105mm blast area is created. Every SR or FFE shot also swerves as a malfunction
check for this unit. The WESPE breaks down normally on a unmodified 12 and
is repaired in the same manner as a tank gun. The radio itself can be used
prior to turn 3 for contact purposes but an AR may not be placed prior to
turn 3. There is no fire mission limit of this single hex OBA.
- WG105.5: 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 dominant 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 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.