WG105 "PATCHWORK" (BETA)
Scenario Design by Bill Thomson; updated 060716
NOVEMBER, 1944: As the German Army
becomes stretched thin, a repeated scene on both fronts is depicted. A German
mobile reserve attempts to limit the gains of Russian forces exploiting through
a breakthrough in the front lines.
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.
BOARD LAYOUT:
SCENARIO SEQUENCE:
| Russians
Setup First |
1 |
2 |
3 |
4 |
5 |
6 |
END |
| Germans Move
First |
GERMAN FORCES:
- AT START:
Elements of a German Mobile AT company: Enter turn One between 3O1 and 3S1
inclusive:
- 1x10-2; 1x8-1; 1x7-0, 2x838, 5x467, 1x247, 1x MMG, 3xLMG,
1xFT, 1xDC, 6xPF, 1x75ATG, 1xRadio, 1xSTGIII105, 1xPzIVF2, 2xAHT, 2xUHT,
2xTruck
- TURN 3: An off board 105mm single hex OBA per SSR
6.
RUSSIAN FORCES:
- 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: Prior to German Turn 1, the Russian Player
must divide his forces into East and West groups (including the turn 3 reinforcements)
placing them off the respective board edges. All non-vehicle units may setup
within the defined setup areas or enter with their vehicles during Turn 2.
All vehicles must enter from the East and/or West board edges.
- 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 not fire mission limited to 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.