WG206: "Black Sea
Pete Pollard; updated 070106
Black Sea Coast, September, 1941: Russian attempts to use the Black Sea fleet and marine units were often met with failure if not disaster. They were most effective when operating against the Axis Allied armies, but even these successes required the expenditure of their limited supply of elite units.
The Russians win if they were the last to control buildings 3N1, 3R3, and
3R5 at game end, provided all 3 guns have been captured or eliminated. The Romanian player wins by avoiding a Russian Victory
- AT START: Elements
of the 4th Romanian Army; set up east of row Y inclusive on any whole hex of board 3:
1x80, 2x70, 10x347, 2xMMG, 3xLMG, 2x50mm MTR; 1xATR (use German ATR and 50mm
- AT START: Elements of 4th Romanian Army field artillery; set up within 3 hexes inclusive of 4V3. Each crew/gun must set up within 2 hexes of each other:
3x247(broken side morale of 6), 3x105ART (use German gun counters):
- AT START: Elements
of the Black Sea Marines; enter on turn 1 along the west edge:
1x91, 1x80, 1x70, 12x458, 2xLMG, 1xMMG, 1x50MTR, 1xRadio; 1xT40
SPECIAL SCENARIO RULES:
TERRAIN: All hills are ground level; other terrain in the hex remains as printed. All buildings are of wooden construction.
All axis units are Romanian; the gun crew broken morale is a 6. The Romanians do not suffer captured weapon penalties for the use of the German support weapons and gun counters (mortars or artillery).
The Romanian artillery may not gain concealed status.
The first time each gun crew has a LOS to an enemy unit, it must
take an immediate 1MC. Regardless of result, the crew is not affected by
subsequent LOS to enemy units.
Russians receive one module of 82mm OBA consisting of three fire
missions of HE only (no smoke). To reflect the priority of the assault,
the Russian radio gains contact on a 6 and maintains contact on an 8.
To reflect suprise, all Romanian IFT fire during Turn 1 has an
additional +2 DRM. Bore sighting is not allowed.
The Russian T40 may not carry passengers. Note the T40 suffers COI 1MT penalties (KK). As it lacks a gun, the only penaly is that it may not fire the CMG when CE.
If the the Russian MPh begins with the T40 more than four hexes from an unbroken Russian squad, the T40 may not move that MPh.
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 predominant 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.
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. This is a significant revision of the alpha version which
was used in round 1 of the BPA 2004 PBEM championships (adding the Russian AFV,
change to wooden buildings and SSR 5) as the Axis has a perfect 8-0 record.
Russian often suffered crippling leader losses on the entry turn and lacked
any long range weapon capability.