OAF 2.1 "Across the Rhine" 
 This 
  scenario was originally published in ON ALL FRONTS number 2. Extensive clarifications 
  and modification have been made to the original scenario and modified by Bill 
  Thomson. Original design is credited 
  to Jeff Cebula; this scenario was used as the Round 1; CWA-Con 1981
Updated 060212
 
Rhine Valley, March 24, 1945: 
As German Resistance began to crumble, Patton and his 3rd Army received orders 
to "take the Rhine on the run". That noted exponent of the headlong 
attack disdained to bother with artillery preparation and immediately flung elements 
of the 87th Infantry into the river near St. Goar to establish yet another bridgehead 
across the Rhine. 
VICTORY CONDITIONS: The German 
  wins if at the end of the game he has an unbroken squad within normal range 
  and clear LOS of any of the American objective hexes (the normal ranger of German 
  squad may be extended by functioning MS); or has an AFV with functioning armament 
  occupying an objective hex at game end; or eliminates 8 American. squads. The 
  American wins by having an unbroken squad(s) within normal range and clear LOS 
  to any of the objective hexes and prevent the German victory conditions.
BOARD LAYOUT:
   
    
         SCENARIO SEQUENCE:
       | 
  
   
    
         
          |   German 
              sets up first  | 
          1  | 
            2  | 
          3  | 
            4  | 
            5  | 
            6  | 
            END  | 
         
         
          |   American 
              moves first  | 
         
        | 
  
GERMAN FORCES: 
  - AT START: Elements of Wehrkreig XIII and 
    local Volkstrum Units; set up on any whole hex using Hidden Initial Placement 
    (42): 
    1x8-1; 1x8-0; 6x467; 1xMMG; 1xLMG; 2xEntrenchments; 3xWire 
  - TURN 3 per SSR: 1x8-1; 4x436; 2xLMG; 1xOstwind; 
    1xHeavy Truck; 2xLight Truck
 
AMERICAN FORCES: 
  - TURN 1: Elements of the 87th Infantry Division; 
    start landing on the South edge as per 60.3:
    1x9-2; 1x9-1; 1x8-1; 1x8-0; 12x666; 2xMMG; 1x50cal; 3xBazooka 
 
SPECIAL SCENARIO RULES:
  - OAF 2.1.1: After the German setup, the American 
    Player must randomly determine his objective (use artillery chits or other 
    means) which is kept secret from the German player and set aside for verification. 
    the chit drawn determines the objective as follows: 1=4Q1/Q2/R2; 2=4Y1/Y2/Y3; 
    3=2I1/I2/J2; 4=2Q/R1/S2.
 
  - OAF 2.1.2: The German reinforcements entry 
    hex is determined randomly by rolling one die during the Rally phase of German 
    turn 3. The entry hex is as follows: 1=4Q1; 2=4Y1; 3=2I1; 4=2Q1; 5=2Y1; 6=Reinforcements 
    do not enter this turn, reroll next turn.
 
  - OAF 2.1.3: After determine 
    the reinforcements entry hex, the German my choose to delay entry one turn 
    and then enter on an adjacent north edge road hex of his choice. This decision 
    is made in the Rally Phase.
 
  - OAF 2.1.4: TERRIAN: Hills 621 and 538 are 
    ground level. All woods hexes on these hills exist as depicted.
 
  - OAF 2.1.5: All Squad Leader river crossing 
    rules (60) are in effect. Mist (60.4) is considered the same as smoke in all 
    respects. The movement cost for mist is 1+COT to move into or through a mist 
    filled hex. American units that attempt to land on hidden German units on 
    the shoreline are eliminated.
 
  - OAF 2.1.6: The At Start German units may 
    Boresight.
 
  - OAF 2.1.7: Entrenchments and wire in woods 
    hexes are HIP as well. American units attempting to enter a HIP German position 
    has remains in the adjacent hex with all further movement of that unit(s) 
    cancelled. 
 
  - OAF 2.1.6: The Environmental Condition rules 
    are not in use.
 
  - OAF2.1.7: For Overrun strenght calculations, IFE Main Armament 
    is treated as a MG (at full strength). The Ostwind overrun value is 4+4+12=20af.