WG109: "Reconnaissance in Force (A)"
Scenario Design by Bill Thomson; REV 1.3; updated 120323
 
June 1944: As 'Green' 
  American units enter the line and 'See the Elephant', lackluster leadership 
  and tactics leads to high casualties as the pressed Germans retain a sting. 
RULE LIMITATIONS: Rules in Effect: 1 to 
  25 Scenarios 1 & 2, 44.2 Wheatfields, 37.4 Bazookas, 50 Americans, 54 Entrenchments, 
  compiled Q&A and Squad Leader Academy rule conventions.
VICTORY CONDITIONS: The American player 
  wins if he controls and occupies with an unbroken infantry unit all three buildings 
  L6, O4 and T9. No good order German infantry unit can be in any non-destroyed 
  (See SSR 109.1) building at game end. The Germans win by preventing the American 
  Victory Conditions.
BOARD LAYOUT:
 SCENARIO SEQUENCE: 
   
    |  
       Americans Setup First  | 
    1  | 
    
 2  | 
    3  | 
    
 4  | 
    5  | 
    
 6  | 
    END  | 
  
   
    |  
       Americans Move First  | 
  
GERMAN FORCES:
 
  - AT START: Setup on any whole or partial hex west of 
    row U inclusive: 
    
      - 1x91; 1x70; 6x467; 1xHMG; 2xLMG
 
    
   
  - TURN 4: Enter from West edge:  
    
      -  1x81; 1x6+1; 5x468; 1xmmg; 2x:LMG
 
    
   
AMERICAN FORCES:
  - AT START: Setup on any whole for partial hex east 
    or row Z inclusive: 
    
      - 1x91, 1x80, 1x70; 2x847; 10x666, 1xMMG, 3xBAZ, 2xDC.
 
    
   
SPECIAL SCENARIO RULES: 
  - WG109.1: The American 847s have smoke 
    making ability in this scenario. The Americans may place a DC in buildings 
    L6 or T9 to satisfy the control and occupation condition of that building. 
    The condition is satisfied if operable placed (23.4 & 23.8) and the DC 
    is removed from play in the immediately following AFPh. Building Terrain Effects 
    are unaffected
 
  - WG109.2: The German 468 squads are 
    elite forces. Other than possessing a higher morale, they have the same capabilities 
    of 467 squads. Players may use the counters found in the COI game-set or substitute 
    Russian 447 counters using 468 capabilities.
 
  - WG109.3: Note: Bazookas do not benefit 
    from Point Blank Fire; Bazooka To Hit dice rolls are subject to +2 when firing 
    at moving targets.
 
  - WG109.4: Roads do not exist, Wheatfields 
    are in season. Hex W6 is considered woods. Brush hexes are considered to be 
    woods.
 
  - WG110.5: Due to wet ground, a +2 drm applies to all 
    entrenchment attempts.
 
  - WG109.6: 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. Please report the bid, winning side 
    and comments (i.e. uneven die rolls at key moments) as this data will be used 
    for balance modification the scenario prior to its published form.
 
PLAYTEST STATUS: This scenario is currently in playtest 
  (Beta Release), please contact Squad 
  Leader Academy to join this effort. The 'final' version will be published 
  as a SQLA/Wargame Academy (WGA) scenario pack. This scenario underwent a playtest 
  ending in March 2012 resulting in the above clarifications. The most significant 
  was delaying the German reinforcements one turn and adding the woods hex in 
  W6.