Scenario Design by Bill Thomson; Updated 110902
August, 1944: Alerted
by an ineffective pre-assault artillery bombardment; the local German commander
releases local reserves to support Kampfgruppe Koch's attempt to prevent the
American forces from completing their encirclement of this portion of what would
be called the Falaise Pocket.
The Americans must meet both of the following following criteria:
A) Exit One Sherman or Stuart with functioning main armament off any East edge
, B) Exit six unbroken squad and one leader of any type off any East edge .
Americans can exit the east edge during any turn but exited units are considered
out of play for the balance of the scenario. The German player wins by denying
an American victory.
Germans Setup First
- AT START: All vehicles and their passengers
must enter Turn 1 or later from any West edge board hexes. All other forces
may start on board 35 within three whole hexes of the West board edge or enter
on turn 1 from the West edge:
1x9-1, 1x8-1; 1x8-0; 1x7-0, 3x667; 9x666; 6x556; 2xMMG; 1x6-12 HMG; 1x60mm
MTR; 4xBaz44a; 3xM4 MT; 2xM3A3 LT; 2x M3 ht (4 AAMG); 1x8-1
- AT START: Kampfgruppe Koch; scattered remnants
of various larger organizations. Setup on board 17 and/or on Board 35 with
three whole hexes of board 17. The German sniper has the identical setup restrictions
as other German units.
1x9-2, 1x8-1, 2x7-0; 3x548; 7x467; 6x436; 4xLMG, 2xMMG, 8xPF44a;1x888-3 sniper;
9xconcealments; 3xEnt; 1x50mm MTR; 1xJagd Pz 38(t) (Hetzer), 1x75mm/L22 IG
37; 1x50mm/L60 Pak 38; 6x5/8" concealment.
- TURN 5: Reinforcements enter on any three adjacent
east edge hexes. The AFVs may not enter with passengers: 1xPzIVH, 1xFPz IV/37
(Ostwind), 1x9-1, 6+1; 6x436, 2xLMG, 2x PF44a
SPECIAL SCENARIO RULES:
- WG207.1: The COI ruleset applies; no GIA rules are
in use. Use GIA American counters if you have them. The American 556 is a
second line squad, not inexperienced infantry, broken side morale of 6. The
use of VSQL extension COI-USv01.mdx or higher is for VSQL is required for
- WG207.2: Treat all brush hexes (35P8)
as woods hexes. Marsh (35G10) and Orchard hexes (35XX) are in effect. Ignore
the footpath on 35AA7. Half orchard hexes (35P10) ar considered full orchard
hexes on both boards.
- WG220 3: The
German 5/8 counters and crews are not placed on the board. Instead, but their
locations and covered arcs are recorded secretly during the German setup (HIP
in VSQL). Each gun/vehicle location and three other dummy locations are marked
with the 5/8" concealment markers. Any 5/8" concealment marker which
is in the LOS of an unbroken American squad or leader at the end of Defensive
Fire or Advance Phase is remove and replaced with the corresponding counter
in that location if any. For these LOS purposes, the 5/8" counter is
equivalent to an infantry squad (e.g. not visible through intervening wheatfields.
- WG220 4: The Sherman M4 75 TK# ar
6/7/8/10 with s8 ammo. It is a large target with +1/-1 armor, with 2/2/4 MGs,
13 MP. The Stuart M3A3 37LL (4 IFE) LT TK# are 4/5/6//8, C7 ammo, no smoke.
Is is a normal size target with 0/-2 armor, with 2/2/2mgs, 17 MP. U.S. AFVs
of this period use Black To Hit numbers. U.S. AFVs and guns repair on a dr=1.
The 37LL canister is 12FP; otherwise 34.9 applies. One of the M3A3s has C7
ammunition. The US 60mm mortar attacks are resolved on the 8/60 CF column
of the IFT. The US 57L ATG uses the GIA TK numbers: 6/6/8/9;. 57L ATG has
- WG220 5: The German 548 are considered
assault engineers with unlimited smoke making capability. Any unbroken American
squad may place a smoke counter on a dr of 1 or 2 during the onset of PFPh
with no impact of that squads fire or movement capability. If a squad rolls
a 6, that squad is out of smoke for the balance of the scenario.
- WG220.7: Prior to the game start, the German
player may exchange 2 PF with a force for one Panzerschreck at their option.
- WG220.8: 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 published form.
118: COD ORCHARD
- 118.1 Any hex or half hex containing multiple
dark green clusters is considered an orchard hex. An example of an orchard
hex is 6F5. The term "orchard" is used to represent any wooded area
without dense undergrowth.
- 118.2 The movement cost for entering an
orchard hex is identical to that of Open Ground for all types of units.
- 118.3 Orchards have no terrain effect modifier
of any kind, but they are considered non-open ground. Therefore, target units
moving through an orchard are not subject to the -2 defensive fire DRM for
moving in the open. The TO HIT category for ordnance weapons firing at an
orchard hex is "other".
- 118.4 Orchard hexes do not block LOS or
penetration except as listed below. They are not considered "woods"
for any purpose.
- 118.41 Units on the same level as the orchard
may not trace a LOS through more than two orchard hexes inclusive of the target
hex. MG penetration may extend through more than 2 orchard hexes but in so
doing is resolved as Area Fire. Remember, however, that MGs must have a LOS
to a target (or suspected target) in order to fire. Keep in mind that the
green clusters do not obstruct LOS, they merely identify the hex as an orchard
- 118.42 The hex directly behind an orchard
hex in direct LOS from a firing hex of higher elevation is considered a blind
hex and cannot be fired upon during any scenario taking place during April
- 118.5 The "kindling" (102.22)
number of an orchard hex is I11+. The "Spread" (59.4) number is
- 118.6 Orchards do not cause breakdowns or
present any movement hindrance to vehicles.
- 118.7 Broken units may rout through orchard
hexes without being eliminated due to the presence of enemy units in LOS and
normal range. An orchard hex is not suitable cover for a broken unit to end
its rout in, although they could remain in such terrain until a possible route
to a woods or building hex exists.
- 118.8 The allowable LOS through orchard
hexes is increased from 2 hexes to 3 hexes during any scenario taking place
during the December-March period.
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.