WG110: "Reconnaissance in Force (B)"
 Scenario Design by Bill Thomson; updated 110601
 
June 1944; As 'Green' 
  American units enter the combat line and 'See the Elephant', lackluster leadership 
  and tactics leads to high casualties as the pressed Germans retain a sting. 
RULE LIMITATIONS: All Squad Leader 4th 
  edition rules apply, in addition to SQL compiled Q/A and Squad Leader Academy 
  rule conventions.
VICTORY CONDITIONS: The American player 
  wins if he occupies with an unbroken unit and has uncontested control or destroys 
  all three building L6, O4, and T9 and ends the scenario with at least four unbroken 
  squads. If the American player successfully detonates a DC in L6 or T9 regardless 
  of the IFT result, the building is considered destoyed for victory purposes 
  occupation is no longer necessary. 
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 
    hexrow V inclusive: 
    
      - 1x91; 1x70; 6x467; 1xHMG; 2xLMG
 
    
   
  - TURN 3: Enter from West edge:  
    
      - 1x81; 1x6+1; 1xAHT, 4x468; 1xmmg; 2x:LMG
 
    
   
AMERICAN FORCES:
  - AT START: Setup on any whole or partial hex east of 
    hexrow Z inclusive: 
    
      - 1x91, 1x80, 1x70; 2x847; 10x666, 1xMMG, 4xBAZ, 1xDC.
 
    
   
SPECIAL SCENARIO RULES: 
  - WG110.1: The 
    American 847s have unlimited smoke making ability in this scenario.
 
  - WG110.2: The German 468 squads represent elite units 
    (i.e. Panzergrenadiers). Other than possessing higher morale, they have identical 
    capabilities as 467s.
 
  - WG110.3: Note: Bazookas do not benefit from Point 
    blank fire; Bazooka To Hit die rolls are subject to +2 when firing at moving 
    targets.
 
  - WG110.4: Board 16; Default orientation (hex id on 
    lower left); Roads do not exist, Wheatfields are in season. Brush hexes are 
    considered to be woods. During the American player setup, two woods hexes 
    (draggable overlays) may be placed in any non building hex that is not adjacent 
    to a hedge or wall. In these hexes, the woods is considered to extend to all 
    hexsides.
 
  - WG110.5: Due to wet ground, a +2 drm applies to all 
    entrenchment attempts (base creation number is '3').
 
  - WG110.6: 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.
PLAYTEST HISTORY:
  - 7/10/04: The 
    first known playtest involved Pete Pollard and Bill Thomson. The Germans started 
    with 6x467, the Americans had to occupy all three buildings with a unbroken 
    unit, a DC could not destroy a building for victory purposes, adn could lose 
    no more than 8 squads. Hindered by consistent below average German DR in the 
    middle turns and steady German fire, the American effort was stalled never 
    getting adjacent to L6 and could not stay in O4. Post-game, several scenario 
    clarifications were made. The victory conditions were modified to the American 
    favor as reflected in the next game.
 
  - 7/12/04: Robert Menzel and Bill Thomson 
    started via server play. Based on the previous result, the German at start 
    was increased to 7x467 due to VC changes in the American favor. Americans 
    needed only two VPs either by occupying the three VP buildings at 1 VP or 
    detonate the DC in a building gaining 1 VP and negating the occupation status 
    of the building. In hindsight, this mandated a forward German defense as T9 
    as a given and O4 is vulnerable to a DC attack, adn unintentionally eliminating 
    the American need to assualt the L7 position. Bad German DR and steady American 
    fire with a few KIAs thrown in on several 16 af attacks quickly reduced the 
    German forces. Changes were made mid game as reflected in this card. The DC 
    can only be used vs a single hex building for VP purposes, the German initial 
    force is back to 6x467, and the American must end the scenario with four unbroken 
    squads. 
 
  - 8/07/04: As part of the Boardgamers Player 
    Association 'World Boardgame Championships' held in Baltimore MD, four games 
    were played in the Squad Leader Tournament. The Germans won two of four plays 
    (Jimmy Chau, Andrew Cummins,Eric Filipkowski, Chuck Frascati, Chuck Leonard, 
    Paul Risner, Matthew Spitznagel, Bryan Van Nortwick).