OAF 1.1 "Zuruck Zu Berlin" 
updated 100715 Rev 0
This 
  scenario was originally published in ON ALL FRONTS number 1. Extensive clarifications 
  and modification have been made to the original scenario and modified by Bill 
  Thomson. The original scenario author is Michael Balsai 
  Modlin, 20 miles Northwest of Warsaw, 
19, 1944: The ensuing lull around Warsaw ended abruptly, 
when the Soviet Fifth Guards Tank Army launched yet another offensive that compelled 
the Forth SS Panzer Corps to withdraw to the confluence of the Bug and Vistula 
Rivers.  
VICTORY CONDITIONS: Russians must clear the road 4Y10/13Y10/12Y10/10Q10 
  of German LOS within normal range infantry units extended by SW and within 24 
  hexes inclusive for guns and ordinance, as well as the physical presence of 
  unbroken units and functional AFVs up to within 3 hexes inclusive of the road.
   
    SCENARIO SEQUENCE:  | 
  
   
    
         
          |    
              Russians setup first  | 
          1  | 
            2  | 
          3  | 
            4  | 
            5  | 
            6  | 
            7  | 
            8  | 
          
 9  | 
          10   | 
          
 11   | 
          12   | 
          
 13   | 
           
             END  | 
         
         
          |    
              Germans move first  | 
         
        | 
  
GERMANS FORCES:
  - TURN 1: Elements of the SS Panzer Grenadier Regiment 
    6 (Theodor Eich), 3rd SS Division Totenkofp; set on the west side of the stream 
    and/or west of non-stream hexes exclusive, 13GG3, FF3, EE2, DD2, CC5, G4, 
    F4, D3, C3, B4, A5.:
    1x10-2ss; 1x9-2ss; 1x9-1ss; 2x8-1ss; 1x80ss; 15x658ss; 4x247ss; 1x188(-4)ss; 
    1x118(-3)ss; 2xPzck; 6xPF44a; 3xPF43b; 4xATM; 1xHMG; 1xMMG; 8xLMG; 4xDC; 1xRadio 
    (80mm Normal Ammunition); 2x75L ATG; 5xSpw251/1 ; 60xMines; 2xTrench; 4xRoadblock; 
    7xEntrenchment; 30xConcealment  
  - Reinforcements: Beginning with Turn 2 German rally phase the German player 
    must roll equal to or less than the current turn number with two dice until 
    reinforcements are triggered. Once he receives these reinforcements the German 
    player may delay their entry for any number of turns at his discretion. Reinforcements 
    enter on road hexes 12GGT5, 12GG6, 12A5, 1Q10, or 10X10: Composition of these 
    reinforcements is determined by a random DR: 
    
      - If the colored die is 1 or 2 and the white die is 1 or 
        2: Elements of SS Panzer Regiment 3: 2xPzKwVIb
 
      - If the colored die is 1 or 2 and the white die is 3 or 
        4: Elements of SS Panzer Regiment 3: 3xPzKwVg; all with Opt NbW
 
      - If the colored die is 1 or 2 and the white die is 5 or 
        6: Elements of SS Panzer Regiment 3: 3xPzKwVIe; all with Opt NbW
 
      - If the colored die is 3 or 4 and the white die is 1 or 
        2: Elements of SS Panzer Jaeger: 2xJadgPzV + 1xJagdPzIV/L70
 
      - If the colored die is 3 or 4 and the white die is 3 or 
        4: Elements of SS Panzer Jaeger: 3xJadgPzIVG
 
      - If the colored die is 3 or 4 and the white die is 5 or 
        6: Elements of SS Panzer Jaeger:2xJadgPz38t; 1xJagdPz38d
 
      - If the colored die is 5 or 6; Elements of the Sturmgeschutz 
        Abteilung: 3xStgIIIg/75; 1x9-1 AL
 
    
   
RUSSIAN FORCES:
  - AT START:  Elements of the 5th Guards Tank Army; enter 
    east edge of Board 4: 
    1x9-1; 2x8-0; 25x447; 1xHMG (6-12); 3xMMG; 7xLMG;5xJSII (122L); 6xZis Light 
    Truck; 1xGaz 67b; 1x8-1 AL 
  - TURN 3: Elements of the 5th Guards Tank Army; enter 
    east edge of Board 4: 
    1x8-1; 10x537; 4xJSI (85L); 2xJSI (100L);  
  - TURN 5: Elements of the 5th Guards Tank Army; enter 
    east edge of Board 4: 
    1x9-1; 12x628; 5xT34/85 
SPECIAL SCENARIO RULES:
  - OAF 1.1.1: TERRAIN: All bridges across streams are made of stone, single 
    lane, and set with explosives. All buildings on board 10 are of wooden construction. 
    The marketplace on Board 12 is treated as a single story building (each hex 
    has a ground level only). Building 12U5 is a three story building in hex 12U5 
    only; the other hexes of this building are two story. The following buildings 
    on Board 12 are stone: AA7, T7, U6, U5, V4, V5, V2, S5, and R2. On Board 13 
    Hexes GG4, FF4, A4, B3, C3 and C4 are all marsh. If woods are present, then 
    it is a wooded marsh. There is no clear areas through marsh hexes, they are 
    continuous with each other and pond/stream. Movement along the forest path 
    (10F4) cost infantry 1MF/ Calvary 2 MP but has no other affect. The rowhouse 
    status of buildings on board 10 are ignored (10AA5) . Treat as level 1 connected 
    stone buildings.
 
  - OAF 1.1.2: The Russians get random air support consisting 
    of 2x IL-2M3 Modified Sturmovik armed with 24 MG/37L cannon mounted beneath 
    the wings (ROF 2).
 
  - OAF 1.1.3: The German 8-0 leader doubles 
    as a demolitions expert. He can attempt to explode the demolitions for each 
    besides starting on turn 1, once per friendly fire phase. This goes on until 
    all the bridges are demolitioned or at least until the explosives go off. 
    In addition, the 8-0 leader or other units can attempt to place a DC as per 
    rules 133.7. Rules under 133.7 for hidden demotions apply. Bridges may be 
    mined as well. Note, DC charges listed in the setup are in addition to those 
    under the bridges. If the 8-0 is killed, the Demos under the brides cannot 
    be exploded.
 
  - OAF 1.1.4: All SS infantry are equipped with camouflage 
    smocks. Add +1 DRM on all To Hit or IFT attacks made against SS infantry when 
    in woods, brush, and when concealed.
 
  - OAF 1.1.5: The Germans may boresight.
 
  - OAF 1.1.6: All German positions are well camouflaged at the start of the 
    game. Place one concealment counter in each potential German position; German 
    units are kept off board (or HIP if VSQL) until concealment is lost by normal 
    means. Excess concealment counters may be used to note dummy positions but 
    all actual German units must be concealed. Snipers are HIP per normal rules, 
    no concealment is needed for snipers. The German ATG's may define their covered 
    arc when revealed. 
 
  - OAF 1.1.7: Prior to setup and preceding Turn 1, the 
    Russian secretly plots 4 hexes to be subjected to 150mm Harassing fire. The 
    German player then places his concealment counters on the board. The Russian 
    then resolves two turns of FFE prior to moving on the board (each FFE is performed 
    twice).
 
  - OAF 1.1.8: The two Trench counters function 
    as weapon pits for reinforce camouflage gun emplacements. The SS gun crew 
    operation from inside weapon pits when firing their ATG and my derive protection 
    for the Trench modifier, in addition to the gun shield for all IFT attacks, 
    or any attack resolved on the IFT. AFVs may not drive in or out of these weapon 
    pits.
 
  - OAF 1.1.9: The Stream is shallow (GIA 157).
 
  - OAF 1.1.10: German Spw251 may setup concealed 
    in woods. Use a large Concealment counter to denote its position and the counter 
    remain off board until exposed. A;; must record its covered arc. The large 
    concealment does not account against the initial allotment of 30.
 
 AFTERMATH:  The front stabilized when the Russians could 
not punch through the front to envelop and destroy the SS divisions. After persistent 
and fruitless bludgeoning of the well entrenched and camouflaged SS Panzerkorp, 
the Fifth Guards Tank Army gave up its attack and another calm settled over the 
shaky front held by the Germans northwest of Warsaw. The Totenkofp divisions exceptional 
combat performance did not escape Hitler;s attentions. Hitler claimed that if 
he had a few more extra battalions to sent SSTK, the situation might improve because, 
"whenever one sent them reinforcements, they always counterattacked successfully."