OAF 33.3"Outside Stalingrad"
 Scenario published in ON ALL FRONTS, 
  issue #33. Original author was R. Rhoad; Modifications/clarifications made from 
  its published form by Bill Thomson; Updated 100713
 
Kietskaya, 120 miles 
  northwest of Stalingrad, November 29, 1942: Operation 
  Uranus, the Russian counteroffensive falls on the flanks of the German Sixth 
  army. The weak satellite armies were ill equipped for the task.
VICTORY CONDITIONS: The Russians 
  player win by exist 15 squads off the south edge by turn 7. AFVs with count 
  as two squads if all armament is functional. If some but not all armament is 
  functional, the AFV is worth 1 squad. AFV crew are worth 1/2 squad if exited 
  on foot.
BOARD LAYOUT/SCENARIO SEQUENCE:
   
    |   Rumanians 
        set up first   | 
    1  | 
      2  | 
    3  | 
      4  | 
    5  | 
    6  | 
    7  | 
      END  | 
  
   
    |    
        Russians moves first  | 
  
RUSSIAN FORCES: 
  
    
    1x10-2; 1x9-1; 2x8-0; 6x628; 9x447; 3xLMG; 2xMMG; 2x50mm MTR
  
  
    
    4xT34/76C
  
AXIS FORCES: 
  - Elements
    of the Rumanian Third Army
    -
    setup south of hex row X inclusive: 
 
  
    
    1x8-1; 2x8-0; 2x7-0; 12x347; 4x227crew;1x118(-2); 1x118(-1); 3xMMG; 3xLMG; 1x28LL 
    ATG; 1x81mm MTR; 2x47 ATG
  
  - German
    48th Panzer Korps liaison -
    setup
    south of hex row X inclusive:
 
  
    1xSpw250/1; 1x91ss; 1x248ss
  
  - Rumanian
    armor support -
    enter on any south edges hexes on
    Turn 4:
 
  
    1xPzKw38t (37); 1xPzKw38(t) (37L)
  
SPECIAL SCENARIO RULES:
  - OAF33_3.1: TERRAIN: 
    All orchard hexes are considered open ground; all buildings are wooden.
 
  - OAF33_3.2: WEATHER:  
    Gusting wind (115.6) from the east, Falling Snow (111.5).
 
  - OAF33_3.3: Russian 
    628s have snow smocks. [COD 111.81] Any troops or vehicles specified as wearing 
    snow smocks or special winter camouflage during any snow scenario receive 
    a +1 DRM when fired on by infantry or direct ordnance Fire (TO HIT roll) unless 
    they are occupying a building or bunker. The T34s do not have special winter 
    camouflage and do not benefit from having 628s as passengers.
 
  - OAF33_3.4: All Rumanian 
    SWs and guns are considered Rumanian although German gun counters must be 
    used. Rumanian crews 227 (broken side 6) are not in the game set although 
    they exist in VSQL. German 247 crews can be substituted but play with the ratings stated 
    above. Note the 47ATG lacks a gun shield.
 
KEY COI & COD RULES:
  - 111.5  FALLING SNOW:  
    This condition does not enact snow rules (61 or 111.8).
 
  - 111.51 Environmental 
    Conditions are diced for normally but a roll of ‘5’ or W is considered 
    ‘Moderate’.
 
  - 111.52 Falling Snow 
    is in effect at the start of the scenario but will stop on a Wind Change dice 
    roll of ‘12’. Once stopped, falling snow can occur again on a 
    Wind Change dice roll of ‘10’ or higher. Should the snowfall cease, 
    Visibility Limits are still restricted by Heavy Overcast and air support is 
    still unavailable. Should a ‘2’ Wind Change dice roll occur while 
    there is no snow falling, the weather reverts to "clear".
 
  - 111.53 The range of all infantry type weapons 
    is halved (fractions rounded up). Direct ordnance fire vs infantry at greater 
    than 6 hexes must add + 2 (case K) to the TO HIT dice roll. In addition, infantry 
    fire aimed directly against the Wind Direction (102.5) during Heavy Wind Force 
    is halved as Area Fire. Direct ordnance fire vs any target against the Wind 
    Direction during Heavy Winds at any range must add + 2 (case K) to the TO 
    HIT dice roll.
 
  - 111.54 No smoke of 
    any kind other than that inherently attending fire may be present on the board.
 
  - 111.6  GUSTY WINDS:  
    Environmental Conditions are resolved normally except that Wind Force is always 
    either ‘No Wind’ or ‘Heavy Winds’. Normal Wind Force 
    changes (102.7) have no effect. The Wind Change dice roll is still made at 
    the start of every Rally Phase but no wind is present during that player turn 
    unless the Wind Change dice roll is ‘10’ or higher in which case 
    Heavy Winds are in effect for that player turn only with all the attendant 
    effects of Heavy Winds.
 
  - 102.62 If the result 
    is ‘Heavy Winds’, the spreading fire DRMs for Wind Direction are 
    doubled. Smoke of any kind has no effect whatsoever in scenarios while ‘Heavy 
    Winds’ are in effect.