TAHGC SSTK1a "Death's Head at Lusho"
Published in the GENERAL
volume number 20.6;Scenario Design
by Martin Shaw; Clarification and modifications
have been made from the published version by Bill Thomson.
Updated 051203; rev 0
LUSHO, EAST OF THE VALDAI HILLS, September 24th, 1941:
Noon: as Army Group North continued to press at
the gates of Leningrad, to protect its right flank the German 16th Army and the
SS Totenkopf Division has been compelled to entrench west of the Pola River. Following
fierce engagements in the region since September 8th, the Germans were convinced
that the adverse weather and heavy fighting have hurt the Russians far more that
it hurt them and still anticipated the collapse of all Soviet resistance before
the end of the winter. Not surprisingly, in spite of information received from
deserters on the previous day, warning them of the impending attack scheduled
for noon, the Germans were caught completely off guard by the size and intensity
of the assault. The heaviest blow fell on the Lusho where two Soviet regiments,
charging behind a screen of tanks, crashed into the German defenses.
VICTORY CONDITIONS: The Russians win either by being the last side to
have uncontested control of all five stone building on Board 3 initially in
German hands or by exiting two tanks, with functioning armament, off the west
edge of Board 3.
set up first
- AT START:
Elements of the 2nd Battalion, 3rd SS Totenkopf Infantry Regiment setup on
Board 3 on any of the following hexes, one squad beneath each entrenchment
counter. Hill 534 hexes east of row L, Hill 547 hexes east of row I, wood
hexes J4 and F5. The roadblock between road hexes K3 and B5. In addition to
the concealment counters give, all entrenched units are considered concealed
at the start of play:
1x10-2ss; 1x9-2ss; 6x658ss; 1xHMG; 1xMMG; 3xLMG; 2xradio; 5xConcealment; 2xRoadblock;
- AT START:
Elements of the 2nd Co. of the SS Totenkopf Tank Destroyer Battalion set up
on Board 3 between rows V and L inclusive. Squads are set up in stone buildings,
no more than one per hex.
1x8-1ss; 3x658ss; 4x238ss crew; 1xMMGl; 2xLMG; 1xRadio; 10xConcealment; 1x28LL
ATG; 2x37L ATG; 1x50L ATG;
- AT START:
Ad hoc Battery of SS Totenkopf Artillery set up on Board 3 west of row BB
inclusive, only one gun on Hill 498.
3x238ss crew; 1xLMG; 1xConcealment; 1x105L (B11+) ART; 1x105HE ART
- AT START: Elements of assault infantry set
up in any woods hex east of row 3E inclusive, but not adjacent to any German
1x9-1; 3x8-0; 50x447; 2xMMG; 4xLMG
- AT START: Elements of Armor Spearhead set
up on Board 2 on any road hex east of row G inclusive:
5xT34/76A; 2xKV1A; 1xKV1
SPECIAL SCENARIO RULES:
- SSTK1a.1: There are no artillery modules.
- SSTK1a.2: The Germans may not request indirect
fire until their own player turn.
- SSTK1a.3: All woods hexes south of 3B3,
3A4, 2B6, 2C7, 2D7. 2E9, 2F8, and 2G9 are considered woods hexes.
- SSTK1a.4: The wooden building at 3I10 does
- SSTK1a.5: The Russian receives air support
from two IL2 Sturmoviks arriving on turn 1. The Sturmovicks are armed with
20af/20L mm cannon with an Infantry Fire Table equivalent of 20 factors and
a 120 HE/24 bomb load).
- SSTK1a.6: Russian infantry may not prep
fire on RT1; units which have not moved may fire with full effect during the
- SSTK1a.7: Due to scenario timeframe, Heat
ammunition is not available.
- SSTK1a.8: Lack of Wireless Equipment rules
(129.5) apply as appropriate to Russian AFVs.
NOTE: This scenario was used in conjuction
with the General article published in volume 20 number 6as an example the pitfalls
of scenario design.