Dragon SQL Scenario D2 "Large-Scale Streetfighting" 
updated 060717
This 
  scenario was originally published in DRAGON Magazine, Volume IV, Number 11, 
  page 20. The original scenario author is Bryan Beecher. Clarifications 
  and modification have been made to the original scenario by Bill Thomson for 
  Squad Leader Academy tournament play.
 
  Russia, April, 1944: This scenario 
  again pits the Russians and Germans in a streetfight, but on a somewhat larger 
  scale. The streetfighting skills learned in Scenario #1 will be of immense aid 
  to both players in this on.
RULES USED: Rules for Squad Leader scenarios 1 through 
  5, 10 and SSR. 
VICTORY CONDITIONS: The German must have unbroken control 
  of a road from the south edge to the north edge. Control is defined as no enemy 
  units adjacent to road hexes. Points will also be scored for destruction of 
  enemy units per the chart below. Russians win by preventing Germans victory 
  by either maintain at leas partial control of the road or scoring more points 
  than the German player.
   
    | Destroyed Unit | 
      Points 
        for Russian  | 
      Points 
        for German  | 
  
   
    |   | 
    Each  | 
    Possible  | 
    Actual  | 
    Each  | 
    Possible  | 
    Actual  | 
  
   
    Crew  | 
    0  | 
    13  | 
     | 
    1  | 
    12  | 
     | 
  
   
    | Squad | 
    2  | 
    24  | 
     | 
    2  | 
    54  | 
     | 
  
   
    | Engineer/Guard | 
    3  | 
    9  | 
     | 
    3  | 
    18  | 
     | 
  
   
    | MG | 
    1  | 
    13  | 
     | 
    2  | 
    14  | 
     | 
  
   
    | Armor | 
    6  | 
    54  | 
     | 
    8  | 
    24  | 
     | 
  
   
    | Halftrack | 
    4  | 
    24  | 
     | 
    0  | 
    0  | 
     | 
  
   
    | Leader | 
    2  | 
    12  | 
     | 
    4  | 
    20  | 
     | 
  
   
    | nonMG SW | 
    1  | 
    8  | 
     | 
    3  | 
    3  | 
     | 
  
   
    AT Gun  | 
    0  | 
    0  | 
     | 
    3  | 
    12  | 
     | 
  
   
    ACHIEVE VICTORY  | 
    143  | 
     | 
     | 
    143  | 
      | 
  
   
    TOTAL POINTS POSSIBLE  | 
    300  | 
     | 
     | 
    300  | 
      | 
  
   
    |   | 
      | 
      NORTH  | 
    SCENARIO SEQUENCE  | 
  
   
    |   | 
      | 
     
       | 
      | 
  
   
    |   | 
      | 
      | 
    
         
          |    
              Russians setup first  | 
          1  | 
            2  | 
          3  | 
            4  | 
            5  | 
            6  | 
            END  | 
         
         
          |    
              Germans move first  | 
         
        | 
  
GERMANS FORCES:
  - TURN 1: Enter in column on board 3, hex 
    Q10. Not all units are required to enter on turn 1.
    1x10-2; 1x9-2; 1x9-1; 1x8-1; 1x8-0; 1x7-0; 3x838; 12x467; 1xHMG; 3xMMG; 9xLMG; 
    4xPF; 4xDC; 2xMkIVF1; 4xMkIVF2; 3xSTGIII75; 4xHalftrack(MG); 2xHalftrack. 
RUSSIAN FORCES:
  - AT START:  The Russian may not setup more than one 
    AT gun and eight squads and/or crews on board 3. All units may use hidden 
    initial placement or may start concealed. Russians set up in building with 
    no more than squad and/crew units per building
    1x9-2; 1x9-1; 1x8-1; 1x8-0; 1x7-0; 6x628; 27x447; 9x237; 2xMMG; 5xLMG; 1xRadio 
    with 1 fire mission of 120mm; 1x57mm ATG; 1x76mm ATG; 1x50mm Captured German 
    ATG.  
  - TURN 2:  Enter on Board 1, hex GG6: 
    3xT34. 
SPECIAL SCENARIO RULES: 
  - D2.1: All vehicle that enter the board on the same 
    hex must do so sequentially, with the second vehicle playing one additional 
    MP to enter, the third paying two additional MPs, etc. Note: Entrance via 
    a road hex would then expend MPs of 1/2, 1 1/2, 2 1/2, etc.
 
  - D2.2:  A captured support weapon (SW) has its Breakdown 
    Number decreased by 2 due to lack of familiarity with the weapon and difficulty 
    of ammunition re supply. A captured SW which breaks down cannot be repaired 
    unless recaptured by the player of the same nationality.
 
  - D2.3: All attack by 
    capture ordnance must add +2 DRM to al To Hit die rolls. Attacks by captured 
    support weapons which do not utilize a To Hit table have their firepower factors 
    halved when rolling for effect on the IFT.
 
  - D2.4:  German 838s may place a total of six smoke 
    counters during the game.
 
  - D2.5: SIDE SELECTION PROCEDURE: Each player 
    takes one marker of either 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 numbers 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.