SCENARIO ZETA(zero) Version 
  1.3
  Design and copyright by Alan Yngve, 1998-2003 [11/25/2002]
 HITTING THE WALL: December, 
  1944
  This final scenario in the Tactical Training Series introduces the remaining 
  types of fortifications in the basic Squad Leader system and some of the weapons 
  and tactics that can be used against them. By representing an assault upon a 
  section of the German "West Wall," this scenario demonstrates how 
  the force characteristics of the defense can affect the tactics of the assault. 
  In fact, defensive deployment decisions with a variety of fortification options 
  will often force the creation of a defensive plan, a fascinating process in 
  itself. During the defensive struggles along the western border of Germany, 
  the Americans sought to both reduce the German army and to regain the capacity 
  for strategic maneuver. The German forces aimed to use their defensive preparations 
  to increase the staying power of their units and to extract casualties upon 
  the attacking allies. This scenario presents an American combined-arms assault 
  to clear a critical road connection.
  Introducing: Wire, Jeeps, Mines, Bunkers, Flamethrowers, Hidden 
  Initial Placement, motorized/mechanized infantry, combined arms.
  +---------------+ - - - - - - - +
| | | not used | | | | N
  +---------------+ - - - - - - - +
  | | 2 | Use only the area west
  | | used | of row Q (inclusive).
  | | |
  +---------------+ - - - - - - - +
  RULES: Through Delta-two, plus 52 (Jeeps), 53 (Wire) 
[Note for experienced players: Use all applicable SL rules, recommend postponing use of rule 59 to Zeta-Three.
VARIATION: Reverse the positions of Board 3 (on the south) and Board 2 (on the north), retain the same set up requirements.
 Germans set up first +---+---+---+---+---+-------+
  | 1 | 2 | 3 | 4 | 5 | END |
  Germans move first +---+---+---+---+---+-------+
  VICTORY CONDITIONS: The Americans win if at game end there are no unbroken 
  German squads/crews with a clear LOS to any of the road hexes between 2U3 and 
  2U7 (inclusive). A draw (pyrrhic victory) occurs if the Americans achieve their 
  victory condition but at game end more American squads/crews (including AFV 
  crews) than German squads/crews have been lost/eliminated. The Germans win by 
  preventing the American victory condition.
GERMANS: VOLKSGRENADIER 
  KAMPFGRUPPE
  Set up on whole or half hexes east of row Y (inclusive)
  9-2,9-1,8-1,7x 467,2x MMG,3x LMG,4x ENT,7x WIRE
AMERICANS: RIFLE COMPANY 
  Set up on whole or half hexes west of row AA (inclusive) but not both within 
  6 hexes and in LOS of any German unit. Radio has access to one module of three 
  missions from a 105mm howitzer battery.
  9-2,2x 9-1,8-1,8-0,11x 666, 2x 246,2x MMG,4x BAZ,rad,2x ENT
MOBILE BATTALION SUPPORT 
  (Attached) Enter on any west edge hex(es) on Turn 2. All infantry must enter 
  as passengers.
  9-2,246,HMG,2x JEEP
Note on American Augmentation 
  forces: All Scenario Zeta American augmentation forces are additions to 
  the "Mobile Battalion Support" and all must enter the west edge on 
  turn 2 along with the Jeeps of level zero. All infantry must enter as passengers.
  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  Scenario Augmentation Forces: (Zeta-0 and Zeta-1 final)
  ZETA(one)
  Germans: (per initial set up) +24 Mine Factors
Americans: (enter turn 
  2)
  add: 8-0,3x 247,8x PF, add: 7-0,2x 666, 246, 2x BAZ, Priest, 2x M3 (no 
  MG)
  RULES: 55(mines) RULES: 53.8, 53.9, 63.4, 63.5
  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  ZETA(two) Currently in Playtest
  Germans: (per initial set up) Americans: (enter turn 2)
  add: Bunkers, 838 add: 847s, DC, more vehicles
  RULES: 56(Bunkers) NEW: American 847 Squads (50.2)
  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  Important vehicle/Wire Q&A:
  53.8 Rule 53.8 explains that Tanks and SP guns can move over wireat no detriment 
  and remove the wire counter immediately. Can infantry advancing with the AFV 
  which drives over the wire continue to move with the AFV as though the wire 
  was, indeed, not there any longer? Or does the wire removing AFV lose the right 
  to have infantry advance with it over the wire hex?
  A. Yes, No. {OAF}
  53.8 Do AFVs have to destroy friendly wire hex they pass through?
  o they have the option of leaving enemy wiring unharmed also?
  A. Yes, No. {OAF}
  53.89 & 53.9 Does a halftrack have to be an armored vehicle to remove a 
  Wire counter ?
  A. No - furthermore, a tank or SP Gun may not remove more than 1 wire 
  counter each (the first one encountered) per turn regardless of the number of 
  wire hexes entered. {COI4-69}{COD105}