OAF 23.1 "Pocket of Resistance"
 Scenario published in ON ALL FRONTS, 
  issue #23. Modifications/clarifications made from its published form; Updated 
  by Bill Thomson 051127; rev 0
 
Shtottsy, July 12, 1941:  
As the 56th Panzer Korps made its way to Leningrad, it encountered pockets of 
stiff resistance by Russian forces. One such pocket was east of Shtottsy abreast 
a via road link.  
VICTORY CONDITIONS: 
  The German player must ensure there are no unbroken Russian 
  units adjacent to the road from I1 to A6 at the end of German Player Turn 5 
  (Note: there is no Russian Player Turn 5.) The Russians win by avoiding a German 
  victory conditions.
   
    BOARD LAYOUT  | 
    
 SCENARIO SEQUENCE  | 
  
   
    NORTH  | 
    
 | 
  
   
     | 
    
         
          |   Russian 
              Setup First  | 
          1  | 
            2  | 
          3  | 
            4  | 
           
             5  | 
            END  | 
         
         
          |   German 
              Move First  | 
         
        | 
  
RUSSIAN FORCES: 
  -  Scattered elements of the 27th Army - set 
    up east of hex row J inclusive. Entrenchments are placed on H2, H5, I5, J5.
    1x9-1; 1x8-0, 5x447, 1x237, 1x6-12 HMG, 2xMMG, 1xLMG, 1xATR, 1x45L ATG, 4xEntrenchments 
GERMAN FORCES: 
  - Elements of 3rd Infantry Division attached to 56th 
    Panzer Korps -  
    
      - set up west of hex row L inclusive:
        1x9-1; 2x8-1; 8x467; 1xHMG, 1xMMG, 4xLMG  
      - setup in hex P5:
        1x8-1; 1xx247; 1xSPW251/1 mit 28cm (see SSR OAF 23.1.2).   
    
 
SPECIAL SCENARIO RULES:
  - OAF 23.1.1: 
    TERRAIN: The wheatfields in hex rows I-K do not exist, treat as open 
    ground.
 
  - OAF 23.1.2: Rules pertaining to use of rockets 
    apply (63.7-63.78). 280* HE; ROF of 6; total of 6 rockets in a load, 
    and may reload once more if it does not move from its initial hex. This weapon 
    has a Breakdown of 11+ (or B11). Rockets must fire within the vehicles front 
    covered arc. The vehicle may not change its vehicle covered arc in the same 
    hex and fire (like an SP gun) in the same fire phase. There is no AAMG on 
    this vehicle.
 
  - OAF 23.1.3: The crew is subject to a-2 DRM 
    (Hazardous Movement) while loading and must take cover in a vacant adjacent 
    hex while firing. 
 
  - OAF 23.1.5: 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 dominate 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. 
 
CREDITS: This scenario 
  published in ON ALL FRONT, Issue 35. Terry Treadway is cited as the scenario 
  author.
DEVELOPER'S NOTES: Originally 
  the scenario was of four turns long. In the first game the rocket attack was 
  very devastating, leaving dead and wounded in burning wood hexes. However, subsequent 
  play by two different German commanders failed to achieve those dramatic results 
  and left them short of the victory conditions. For that reason, the scenario 
  was increased to four and one half turns, thus the game ends at the conclusion 
  of German Player Turn 5.