(COI.COD) TS1 "FIRST CRISIS OF ARMY GROUP NORTH"
 Published in the GENERAL volume 19 
  number 5: Updated 060716
 
RIVER DAUGAVA, June,25, 1941: When Army Group 
North moved toward the Daugava River, the Russian command responded by detailing 
the III Armored Corps to meet and destroy Manstein's units. On June 24th, the 
Soviet armored force made contact with the 6th Panzer Division, the spearhead 
of the XLI Panzer Korps. Over a hundred of the Soviet tanks were the super-heavy 
KV models. The size and power of these stunned the panzer crews and baffled the 
AT gunners; neither seemed to possess a gun which could penetrate the armor of 
their opponents. The German advance was halted and the 6th Panzer cut off. The 
following day, the 1st Panzer was ordered to relieve and reinforce the 6th, while 
the Soviet unit moved to continue its advance. These two efforts immediately collided. 
 
VICTORY CONDITIONS: The Russians 
  player must exit three tanks with functioning main armament off the west edge 
  of the mapboard. The German player wins by avoiding the Russian victory conditions.
  
    BOARD LAYOUT  | 
     | 
  
  
    NORTH  | 
    
  | 
  
  
     | 
    SCENARIO SEQUENCE | 
  
  
     | 
    
         
          |   German 
              sets up first  | 
          1  | 
            2  | 
          3  | 
            4  | 
            5  | 
            6  | 
            7  | 
           
             END  | 
         
         
          |   Russian 
              moves first  | 
         
        | 
  
GERMAN FORCES: 
  - AT START: Elements of the 1st Panzer Division: 
    set up anywhere:
    1x9-1; 1x8-1; 4x467; 1x247; 2xLMG; 2xDC; 1xPzKwIIId; 2xPzKwIIIE; 2xSPW251/1; 
    1x37L ATG; 1x9-2 Armor Leader 
  - TURN 1: Enter anywhere 
    along the west edge: 
    1x80-0; 1x247; 1xSdKfz7T, 1x88L AA  
RUSSIAN FORCES: 
  -  AT START: Elements of III Armored Corps: 
    enter on turn 1 anywhere along east edge of the mapboard:
    1x8-0; 7x447, 1xMMG, 3xKVI, 2xT26S, 2xBT5 
SPECIAL SCENARIO RULES:
  - TS1.1: There is no road bonus; or road movement 
    rate.
 
  - TS1.2: All German 
    infantry and weapons must start and/or enter play loaded in or on vehicles.
 
  - TS1.3: Units may not 
    utilize Bore Sighting (78.0); Battlefield Integrity ((93.0) is not in effect.
 
  - TS1.4: Neither side 
    has Heat ammunition as it is not available until 1942 
 
  - TS1.5: SIDE SELECTION 
    PROCEDURE: Each player takes one marker of each nationality and simultaneously 
    reveals their choice of side. If opposing sides are selected, those sides 
    are assigned. If the same side is chosen, the players bid for side with the 
    lower rated (seed) player bidding first. Bids may start at '0' and progress 
    in whole numbers only. The bid is the number of dominant AT START squads to 
    be added to the opposing side. The bid continues until one player accepts 
    the opposing side whose force is augmented with that bid. 
 
AFTERMATH: The Soviet 
  heavy tanks outclassed the German defenses and simply drove through the German 
  units towards their objectives. The German armor commanders responded to this 
  with careful maneuver and precision fire, turning their tanks around to follow 
  the Russian advance while the infantry attempted to close assault the Russian 
  Behemoths. These tactics eliminated a few of the Russian vehicles, but the rest 
  continued their steady advance until they ran into German AA and artillery positions 
  in the rear. Unlike the AT and tank guns, these weapons had a fair chance od 
  penetrating the thick armor of the Russian tanks. The Soviet advance ground 
  to a halt. A rapid German counterattack threw the confused Russians back about 
  two miles and relieved the crisis.
CREDITS: Original design 
  by Burt Baker, Development by Jon Mishcon & Joe Suchar. The TS scenarios 
  were used in the Origins 1983 COI/COD tournament.