OAF 28.3 "Reversing Roles; SQL 11 Variant"
 Scenario published in ON ALL FRONTS, 
  issue #28. Design by Harvey Newcomb III; Modifications/clarifications made from 
  its published form; Updated 060826
 
  
  Rhine Valley, St. 
  Goar, Germany, March 24, 1945: Under cover of 
  early morning mist, two battalions were shuttled across (the Rhine) near the 
  village of Rhens, outside St. Goar. The Germans, though totally disorganized, 
  formed a semblance of defense based on a local HQ unit. The Americans made good 
  use of a heavy morning mist to get across the river undetected, but there was 
  shortage of boats and the units had to be shuttled over.
VICTORY CONDITIONS:  
  To win, the Americans must completely clear any one game board 
  of all non-broken German squads from any of that board's full hexes. The Germans 
  win by avoiding the American Victory Condition.
  
  RULE LIMITATIONS: Rules Introduced: Section 60
  
BOARD LAYOUT:
SCENARIO SEQUENCE:
   
    |   U. 
        S sets up first  | 
    1  | 
      2  | 
    3  | 
      4  | 
    5  | 
    6  | 
    
 7  | 
      END  | 
  
   
    |   German 
        moves first  | 
  
AMERICAN FORCES: 
  - AT START: set up on any whole 
    hex using Hidden Initial Placement:
    1x9-1; 2x8-1; 1x8-0; 1x6+1; 4x847; 1x847; 10x666, 9x246; 2x50calHMG; 4xMMG; 
    4xBAZ; 1xM4A4; 1xTruck; 6xWire; 4xEntrenchment. (Substitute a blank leader 
    for the 6+1).
 
GERMAN FORCES: 
  - TURN 1: Start 
    landing on TURN 1 on South edge as per 60.3:
    1x9-2; 2x9-1; 1x8-1; 1x8-0; 29x467; 14xLMG; 4xMMG; 3xHMG; 12xPF; 1xFT. 
SPECIAL SCENARIO RULES:
  - OAF28_3.1: TERRAIN: Wheatfields are out 
    of season.
 
  - OAF28_3.2: Neither side may move into river 
    hexes (60.1) once on the mapboard.
    OAF28_3.3: Place all units which are still hidden on the mapboard 
    with concealment counters as soon as all German squads have landed. 
  - OAF28_3.4: The American command structure 
    at this point was very confused. The American player must roll one die at 
    the beginning of each American player turn. The resulting number is the maximum 
    number of STACKS (all units in the same hex compose a stack) which the German 
    can move in that Movement Phase. There is no limit to the number of units 
    he can move during the Advance Phase.
 
  - OAF28_3.5: The Americans are critically 
    short of fuel and ammunition. Any time a vehicle moves it must roll one die. 
    A "6" die roll immobilizes the vehicle
    at the end of the current Movement Phase. The crew does NOT have to check 
    morale after running out of gas.
    OAF28_3.6: Whenever the AFV throws an unmodified TO HIT die 
    roll of 11 or 12, it has used its last round of ammunition. Place "Gun 
    Disabled" counter on the AFV for the DURATION OF THE GAME. MGs may still 
    fire but may run out ammunition in a similar manner. 
VARIATIONS:
  - A. Add one Radio with one 
    module of 105s artillery support to the German force.
 
  - B. Add 1xUHT, 2xTruck, 4x666 
    to the American force.
 
CREDITS: This scenario 
  published in ON ALL FRONT, Issue 38. The scenario was designed by Harvey Newcomb 
  III as part of an article "Reversing Roles: The Trilogy is complete". 
  No rights are assumed by Wargame Academy. Refer to OAF issues 18 and 25 for 
  similar conversions.