OAF 38.1 "Kharkov 1943"
 Scenario published in ON ALL FRONTS, 
  issue #38. Modifications/clarifications made from its published form
  Updated 100713
 
Russia, 20 km south of Kharkov, August 22, 
1944: Russian and German units move out cautiously 
in search of the enemy and encounter on another near an isolated farming village. 
 
VICTORY CONDITIONS: The player to last solely occupy 
  the 2nd floor of hex K4 gets 4 points. Each enemy squad or leader eliminated 
  is worth 1point. The side with the most points at game's end wins. A point tie 
  is a Russian victory.
  
    BOARD LAYOUT:  | 
    SCENARIO SEQUENCE:  | 
  
  
     | 
    
         
          |   See 
              SSR for setup  | 
          1  | 
            2  | 
          3  | 
            4  | 
            END  | 
         
         
          |   See 
              SSR for first move  | 
         
        | 
  
Only rows D through Q (inclusive) are playable
GERMAN FORCES: 
  - TURN 1: Enter per SSR
    1x9-1, 1x8-1; 5x467; 3xLMG 
RUSSIAN FORCES: 
  - TURN 1: Enter per SSR
    1x8-1; 1x8-0; 7x447; 1xLMG 
 
SPECIAL SCENARIO RULES:
  - OAF 38.1.1: All buildings are wooden and 
    first level, except hex K4 which has a second level. All 
    paved roads are dirt roads.
 
  - OAF 38.1.2: Prior to play, both sides record 
    the order of entry of their forces. One squad must follow another in a continuous 
    string. Squads may not stack in pre game moves. Leaders and support weapons 
    may stack freely during pre-game moves.
 
  - OAF 38.1.3: The marching order may not be 
    changed until turn 1 starts and normal play begins.
 
  - OAF 38.1.4: Once the marching order of entry 
    has been recorded, each player draws one chit from one of two sets if chits 
    1-4 (i.e. one for each player), (or if available roll 1 four-sided die) and 
    compare to the chare below to determine their entry point:  
    
      - Chit/DR German 
        Russain
 
      -  ---1------O1-----G1
 
      - ---2------Q2-----D1
 
      - ---3------Q7-----D7
 
      - ---4------K10---I10
 
    
   
  - OAF 38.1.5: With the marching order and 
    entry point both now determined, the path of the lead squad for each side 
    must be pre written for 10 pre game moves. Each move s one hex. a column may 
    hold position for one or more pre game moves by writing " HOLD POSITION". 
    Turn 1 begins once in a clear LOS exists between forces or following the 10th 
    pre-game movement. If a clear LOS still does not exist following the 10th 
    pre-game move, roll a die to determine who moves first with the higher die 
    moving first. 
 
CREDITS: This scenario published in ON ALL 
  FRONT, Issue 34. The scenario author not cited. This scenario was used in round 
  four of the ORIGINS 1984 Squad Leader Tournament conducted by Tom Greer. No 
  rights are assumed by Wargame Academy.