WG113 "The Cost of Prestige"
Scenario Design by Bill Thomson; Updated
August 28, 1941:
Although denuded of Panzer support, the timely arrival of reinforcements
enabled German infantry elements of the 20th Army Corps to stalemate the repeated
Russian battering of the Yelnia salient. Infantry heroics assisted by Sturmgeschutz
assault guns, representing the only effective counter to
stunning arrivals of T34s front lines, are called upon to restore the line. Army
Group Center high command is committed to retain the Yelna
salient as a possible springboard to Moscow in a renewed offensive. The vacancy
of PanzerGruppe 2, to participate in the encirclement of Kiev, leaves the German
infantry on its own. Both sides continue the struggle at Yelnia, while the headlines
focus on actions to the south.
VICTORY CONDITIONS: The Germans
win if at the end they occupy all five of the designated victory hexes with
a good order squad (not broken, or in melee) in the location and no Russian
unit is present. The Russain player initially controls all victory hexes at
the start of the scenario. The Russian player immediately regains control if
no German good order squad remains in the hex. The victory hexes are: I6, J1,
M1, O7, Q3.
Germans Move First
- AT START: Reinforced elements of 263rd Division;
Setup any whole or have hex south of hex row H inclusive, but not adjacent
1x10-2, 1x9-1; 1x8-1; 1x7-0; 2x838; 12x467; 1x247; 4xLMG; 1xMMG, 1xRadio;
1x50mm ATG; 3xEntrenchments;
1xSTGIII(75); 1x Armed HT; 1xFT; 1xDC, 2xT34 wrecks; 2x135 bunkers (placement
per SSR WG113.1)
- AT START: Elements of the 308th Rifle Division
and 2nd Bn. 37th Guards. Set up on whole or half hex north of hex row J inclusive,
each victory hex and bunker in the Russian setup area must be initially occupied
by a good order 447, including I6.
1x9-1; 1x8-0; 9x447;6x447 (Broken); 3xLMG; 1x MMG; 4x ENT; 1xHT
- TURN 3; Additional Elements of the 17th
Tank Brigade; Enter any North Edge hex:
2 xT34; 1x8-1; 6x447; 2xLMG
SPECIAL SCENARIO RULES:
- WG113.1: TERRAIN: Wheatfields are in effect.
All roads do not exist. Treat all orchard hexes (11S7) as open ground. Place
a 135 Bunker on hexes L4 and L6 facing North; the bunker were captured from
the Germans in the previous days fighting (refer to WG102). All wrecks must
be placed within 4 hexes inclusive of the I6 building in any direction (ignore
the setup restrictions of other forces).
- WG113.2: Buildings
O7 and Q3 are partially fortified. No vehicle may enter the hex; the TEM remains
+2 and there are no other restrictions.
- WG113.3: The German 10-2 is wounded, he
has only 3 MP but suffers not other limitations.
- WG113.4: The German 838s has unlimited
smoke making capability. As a result of specialized training, the German 838s
are not required to take a PreAFV MC to place DC on enemy AFVs
- WG113.5: The German radio may only contact
the company mortar, a single hex 50mm battalion mortar, unlimited Fire Missions
but no smoke ammunition. AR/SR/FFE possesses sufficient range to reach any
hex on the map subject to OBA mechanics.
- WG113.6: Due to a morning rain shower,
fires of any kind may not be created.
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 the scenario prior to its
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.
AFTERMATH: The German infantry Divisions were hard pressed
to hold their ground given their meager resources. Given the ineffectiveness
of the standard ATGs vs the T34, the Sturmgeschutz assault gun were pressed into
an antitank role and served as the only effective AT weapon beyond heroic infantry
assaults. The misguided fixation by OKH to hold the Yelnia salient as a jumping
off point for a potential renewed summer Moscow offensive proved to be a sad commentary
on some of the generals who advocated maintaining a position solely for reasons
of prestige. To say that Yelnia was a costly blunder would be to minimize its
true horror for the German infantryman.
David Garvin vs Matt Spitznagel 060826:
Very well played by both. We had personal ups (My STG III destroyed both T 34s
in a long range tank duel, his 9-1 wiped out FOUR 467s with one shot, firing
a MMG solo!) and we both had downs (reverse the situations from above: he lost
both tanks to my STG, I lost 4 squads in one attack!). In the end, my manpower
losses were critical. Matt was able to get enough of his reinforcements to the
key areas in order to fend off my attack on the final two victory locations.
My company mortars were effective this game, but losing my STG III in close
combat to a 447 put me out of the match. Very well played by Matt, and an enjoyable
experience. I look forward to playing him again.