SQL Scenario design by Bill Thomson;
December 16th, 1944. Belgium. As
a prerequisite to the armored thrust to open the Battle of the Bulge, German advanced
patrols seek to capture key crossroads to enable rapid movement of the armored
VICTORY CONDITIONS: The
Germans win by having more Victory Points (VPs) than the American player. Any
other result is an American victory. Building hex 19K7 is worth 2 VP if occupied
by an unbroken infantry unit not engaged in melee at the end of turn 6. Similarly,
Building hex 19X6 is worth one VP. Should one side inflict in excess of 2x the
infantry losses than their own, they are awarded 1 VP. Infantry units are Leaders,
Squads, Crews (including the halftrack crew) are considered Infantry units.
No other counters have any role in VP calculations.
- AT START : Elements of the 110th regiment,
28th Infantry Division: Setup in any whole or half hex with Hex ID of 6 or
1x9-1; 1x8-1; 6x666, 2x246, 2xMMG, 2xBAZ.
- TURN 4: Regimental ATG support; enter
on any West edge hex.
1x7-0; 1x666; 1x246; 1 x57L ATG.
- AT START : Reconnaissance
elements of the German 5th Panzer army. All German units must start in any
whole/half Woods hex with hex id of 5 or less that is not in LOS of any American
1x9-1; 1x8-1; 1x7-0; 9x467; 3xPF; 1xMMG; 4xLMG
- TURN 2: enter on any East edge:
1xSdKfz 251 (MG).
SPECIAL SCENARIO RULES:
- WG112.1: TERRIAN: Treat all
Orchard hexes (19K9) and Brush hexes (19I4) as Woods; the road in the orchard
still exists. Roads exist but there is no infantry road bonus (1MF per hex).
The wheatfield represents an irregular snowdrift. Treat as Wheatfield for
all purposes except each hex costs 2MP. Hex 19G6 is a single hex woods hex.
Due to Frozen ground, no entrenchments may be constructed.
- WG112.2: As part of his setup, the German player may
place 6 shellhole counters on any open ground hex (may use entrenchment counters;
VSQL use the terrain button on the control window) representing damage from
the result nebelwerfer rocket artillery bombardment. These shellholes are
exactly like printed shellhole hexes, costing 1MF for infantry are considered
non open ground for rout purposes. The shellhole placement is limited to open
ground and open ground/woods hexes.
- WG112.3: Place on a concealment counter on all American
units/stacks during setup. All concealment counters are removed at the conclusion
of German turn 1.
- WG112.4: To simulate the surprise German
attack, all american IFT fire on German turn 1 is treated as AREA fire.
- WG112.5: German squads may place smoke if they roll
a '1' as the first Prep Fire action. A squad that rolls a '6', that squad
loses its smokemaking ability (label counter in VSQL)
- WG112.6: SIDE SELECTION PROCEDURE: Each
player selects a unit to designate their preference of side. and players simultaneously
reveal their preference. If different sides are selected, play those sides.
If the same side is selected, bid for the non favored side as follows with
the lower rated player choosing the first bid. 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 the scenario prior to its final
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.