OAF 18.3 "Marvie"
 Scenario published in ON ALL FRONTS, 
  issue #18. Modifications/clarifications made from its published form; Updated 
  100712; rev A
 
Marvie, Belgium; December 20, 1944. Hitlers 
biggest gamble, known later as the Battle of the Bulge, was already into full 
swing. Advance German elements had the task of capturing and holding key road 
junctions for which their main armor forces were to pass through on their way 
to Antwerp. The Americans, tired and weary from the past few months of heavy fighting 
were using many of these road junctions as resting areas. Allied Command was now 
fully aware of the surprised German threat and had put out the order to hold these 
postions at all costs. 
VICTORY CONDITIONS: Each 
  building within the village (inside the U3, Q8, N4, Q3 road) that is solely 
  held by one side at the end of turn 6 is worth a number of victory points equal 
  to its hex size. At the conclusion of play , 1 point is awarded to the U. S. 
  player for each intact roadblock or 1 point to the German player for each removed 
  roadblock. To win, the German must have at least as many points as the U.S. 
  at the end of the game. The U. S. 
  player controls all buildings at the start of the scenario.
BOARD LAYOUT:
SCENARIO SEQUENCE:
   
    |   U. 
        S sets up first  | 
    1  | 
      2  | 
    3  | 
      4  | 
    5  | 
    6  | 
      END  | 
  
   
    |   German 
        moves first  | 
  
AMERICAN FORCES: 
  - AT START: 
    Setup on any whole or half hex on board 3:
    1x9-1; 1x8-1; 1x8-0; 3x847; 3x666, 2x246; 2xMMG, 3xBAZ, 2x57ATG; 2xEntrenchments 
   - AT START: Place one roadblock on 2 Q8 or 
    2 Q9; place second roadblock on 3M4 or 3N4. 
  
 - AT START: Setup on Hill 621 with 
    HIP; both the location and covered arc must be defined. (see SSR OAF 18.3.4) 
    
    2xM4A4 
 
GERMAN FORCES: 
  - TURN 1:Enter on hex(es) 2Y1-2GG1:
    1x9-2, 2x8-1; 6x467; 4xLMG; 5xPF; 1xSTGIII75; 4xMvIVF2; 4xAHT; 2xUHT 
SPECIAL SCENARIO RULES:
  - OAF 18.3.1: TERRAIN: Wheatfields are out of season and 
    therefore do not exist. Hills 534, 547, 538 are treated as open ground, although 
    the woods [forest] hexes still exists. All buildings are level 1 with the 
    building in 3I10 as non-existent, treat as open ground . Walls south of hex 
    row 2T (inclusive) do not exist. NOTE: VSQL players may utilize 
    the customized boards (2m & 3m) for this scenario downloadable from the 
    SQLA website or from the VSQL-Group files section on Yahoo Groups. 
 
  - OAF 18.3.2: There is no road movement bonus for infantry.
 
  - OAF 18.3.3: Prior to the U. S. setup, the German player 
    selects and records two hexes on board 3 regardless of LOS, as the initial 
    targets for a special turn 1 PFPh 105mm attack. There German is free to choose 
    smoke or HE for his FFEs. Each FFE (seven hex barrage) is placed after the 
    resolution for accuracy, direction, and extent of error DRs using the two 
    pre selected hexes as AR counters. This fire cannot be corrected, continued, 
    or delayed.
 
  - OAF 18.3.4: The American tanks are revealed when they fire 
    or if "Spotted". Every rally phase, if a non broken German infantry 
    unit or a functioning vehicle has a valid LOS to a HIP American tank (as determined 
    by the American Player), the American player makes a spotting dr. If the dr 
    is equal to or below the current turn number, any remaining American AFVs 
    lose their HIP status and are immediately placed on the board. 
 
CREDITS: This 
  scenario published in ON ALL FRONT, Issue 18. The scenario was adapted by Harvey 
  & Andrew Newcomb from the original design "Coup de Main", by Jeff 
  Cebula. Further modification was made by Bill Thomson to increase suitability 
  for tournament play. No rights are assumed by Wargame Academy.