Scenario Design by Bill Thomson; Updated
February 1945: Opposing forces use a similar strategy of splitting
forces to both control their strongpoint and making a flanking attack against
the enemy strongpoint.
VICTORY CONDITIONS: Building H4 represents the American strongpoint;
Building W8 represents the German Strongpoint. Victory is immediately achieved
by capturing the enemy strongpoint a the end of any full turn. Capture occurs
when the attacker has more unbroken full squads in the enemy strongpoint than
the defending player. If victory is not achieved in this manner, the side with
more unbroken squads on the board at the end of turn 6 is the victor. Any other
result is a American victory.
Who Move First
- AT START: : Elements of Bramley Combat Team. Units on the
west side of the stream must setup at least four full hexes from the South
edge inclusive. Units on the east side of the stream must setup within two
full hexes (half hexes are playable) from the South Edge. No more than 6 American
squads may setup west of the stream.
9-1; 1x8-1; 1x7-0; 1x6+1; 1x847; 12x666; 2x246; 2xMMG; 1x50Cal; 1xDC; 2xBAZ;
1x57mm ATG; 1xRadio (2x100mm); 1xM10; 1xM4M52
- AT START: Elements
of Kampfgruppe Sosnicki. Units on the east side of the stream must setup at
least four full hexes from the North edge inclusive. Units on the West side
of the stream must setup within two full hexes (half hexes are playable) from
the North Edge.
9-1; 8-1; 1x8-0; 1x7-0; 2x838; 14x467; 2x247; 1xHMG; 8xLMG; 4xPF; 1XDC; 1x50mm
ATG; 1xRadio (3x81mm); 1xMkIVF2; 1xSTG/105
SPECIAL SCENARIO RULES:
- WG117.1: TERRAIN. The depicted stream is a deep ravine;
no units may cross it except at the two bridges (22K2, 22R7). Treat bridges
as ground level road hexes. The bridge itself offers no TEM or LOS obstacle.
Treat all Brush hexes (22L3) as woods. Orchard hexes (22R6) are not open ground
hexes. TEM is +0, units may safely rout through but they are not considered
rout cover. Orchards are not a ground level LOS block but are a level 1 block
to/from higher elevation, non-open ground hex. All buildings are level 1 only
with exception of hex 22H4 and hex 22W8
- WG117.2: Simultaneous setup; If using Vassal, the German
player sets up all units HIP. The American player then completes their setup.
All units are then revealed, no units starts in HIP. If FTF the German player
sets up, records his positions, and removes all units. After the American
Setup is complete, the American player uses the German record to setup the
- WG117.3: Due to a light mist, the maximum LOS is 10 hexes
(although penetration may extend beyond this). The AR, SSR, and center hex
of the blast area must be visible [have LOS and within 10 hexes of the radio].
- WG117.4: Both American 847s and German 838s play have smoke
- WG117.5: The American Bazooka counters represent the new
experimental 57mm Bazooka. All TK numbers are increased by 2 (5/6/8/12); the
breakdown number is reduced by two (9x). Due to the heavier shell, the PP
cost is 2 for squad; 3 for leader.
- WG117.6: Units may start as passengers per normal stacking
- WG117.7: After the American setup is revealed, the German
player may choose to substitute a 9-2 German leader for the 9-1 leader. However
if victory is not achieved by capturing the American strongpoint, the American
wins the scenario.
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.