WG208 "FLUGPLATZ 51" (BETA)

Scenario Design by Kevin Welsh; Rev B; Updated 051218


SEPTEMBER, 1941 : The German drive east shatters the Russian front opening large gaps between advancing elements and their logistical tail. Captured Soviet airfields are integrated as points of resupply for the German lead formations. As the organized Soviet resistance crumbles , bypassed Soviet remnants of destroyed formations assimilate into ad hoc battlegroups to threaten the security of captured airfields such as Flugplatz 51.

VICTORY CONDITIONS: The Russians immediately win at the end of any player turn in which they have undisputed control of all five (5) buildings adjacent to the airstrip at the end of of any player turn. To achieve undisputed control, no enemy squad, crew on foot, or leader (AFVs do not qualify) can be in the building and your forces must have been the last to have occupied any hex of the building. The German wins by avoiding a Soviet victory at the end of Turn 7..

BOARD LAYOUT:

14   North
4  

SCENARIO SEQUENCE:

Germans Setup First
1
2
3
4
5
6
7
END
Russians Move First

RUSSIAN FORCES:

SPECIAL SCENARIO RULES:

AFTERMATH: As the defense of airfields fell under the jurisdiction of the Luftwaffe, the troop quality and equipment was below that of the Wehrmacht inter-service rivalry resulted in poor coordination between these service branches hindering combat efficiency.

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. This scenario was used in Round 1 of the 2005 COI Masters event. In the completed round of the COI Masters event, the Germans won all three games. Two game was a player skill mismatch with the dominant player winning.

The third game, between Scott Powers and Bill Thomson, was an unusual game as Germans held onto the tower hex building for the last three turns despite three adjacent Russian tanks pounding away. This position hindered the Russian infantry flanking movement. The Russian missed with his BT5a 76* on its first shot, followed by a malfuncttion which it soon repaired, then malfunctioned again. The German ATR malfunctioned on first use then was removed in the subsequent repair. The T50 proved itself a monster, killing the flak truck, both AA guns and the PzKwII One BT crew passed multiple MCs after being immobilized by infantry. The German PzKwIII survived numerous immobilization shots and killed a single adjacent BT, the only thing it hit all game despite the 91 armor leader.

The German tower group survived against all odds; the Russian capture of the other buildings, largely unoccupied, was prevented. Had this fallen on an early hit 76*, the russians likely would have carried the day. This game was played with a bid of +2x447 so they have been added in Revision B. Also will added is the SSR to allow the roadblocks to be used to extend an existing wall/woods, to block a single open hex between woods/building, or as a roadblock (between two printed road hexes) There is a new SQLA rule convention pending per discussion with Alain Chabot that roadblocks have to be used only as roadblocks.