WG200 "King of the Hills"
 Scenario Design by Bill Thomson; Updated 171024
 
October, 1942 : As the German assault 
  on Stalingrad rages, Army Group A continues to move further into the Caucasus. 
  Each kilometer advanced is further from the railheads and dilutes the German 
  forces across a wider frontage. At some point the German momentum is lost as 
  Russian resistance stiffens.
VICTORY CONDITIONS: 
  The German player must occupy three of the five victory point 
  hexes (V3, W4, X5, Y7, Z7) with an unbroken infantry unit (leader, squad or 
  crew) at the game' s end. An inherent vehicle crew must be on foot to qualify 
  for victory purposes.
BOARD LAYOUT: 
SCENARIO SEQUENCE: 
   
 
  
   
    |   Russians 
        Setup First  | 
      1  | 
    2  | 
      3  | 
    4  | 
      5  | 
    6  | 
    
 7  | 
    END  | 
  
   
    |  
       Germans Move 
        First  | 
  
  
RUSSIAN FORCES:
  
  - AT START: Set up on any whole or half hex 
    west of hex row N inclusive (N-GG):
    1x9-0 Commissar; 1x8-1; 1x6+1; 12x447, 3x237, 2xLMG, 1xMMG, 2xATR, 1x45L ATG 
    (45MM/L46 M32); 1x50mm MTR (50MM PM 40 ); 1x37AA (37MM/L74 M39) 
  -  TURN 4: Advanced elements of a Guards 
    Rifle Regiment; enter on west edge.
    1x9-1, 1x7-0; 5x458, 2xLMG; 1xATR 
  -  TURN 5: Armor released from local repair 
    unit; enter on west edge.
    1xT34/76B 
    
  
GERMAN FORCES: 
      
  - AT START: Set up on any whole or half hex 
    east of row M inclusive (A-M), but at least two hexes from a Russian unit:
    1x9-1, 1x8-1; 1x8-0; 1x7-0; 3x548; 12x467, 2x247; 4xLMG, 1xMMG, 1xDC; 2xATR; 
    1xPzKwIIIJ (+0/-1); 1xPzJag IIM; 1x 81mm MTR (81.4mm sGrW 34) 
    
SPECIAL SCENARIO RULES:
 
  
    -  WG200.1: TERRAIN: Treat all brush hexes (18N3) 
      as woods; wheatfields are in effect. Roads do not exist. A light breeze 
      exists (all smoke drms are halved, fractions rounded up). The bridge at 
      R5 has no TEM or LOS effects.
 
    - WG200.2:: The Russians may utilize 
      up to eight fortification points as part of their setup. Each entrenchment, 
      roadblock, or wire, counts as one fortification point. 135 bunkers count 
      as two fortification points, 157 bunkers count as three fortification point. 
      Not other fortifications types are allowed. The Germans receive with entrenchment 
      counters as a function of the number of fortification points spend by the 
      Russians. The number of German entrenchments is one half (FRD) the number 
      fortifications points spent by the Russian player. (Example; Russians use 
      7 fortification points, Germans get 3 entrenchements). Roadblocks may be 
      placed in any hexside location.
 
    - WG200 3: German 548s are considered 
      to be assault engineers with unlimited smoke making ability. 
 
    - WG200.4: The Russian 
      9-0 Commissar is always considered the highest ranking leader in a hex (Commissar 
      MCs are taken first). All units stacked with an unbroken Commissar have 
      their morale increased by one. Unit is attempting to rally by a Commissar 
      are immune from DM effects. However any infantry unit failing a rally attempt 
      by a commissar is eliminated. Should a Commissar go berserk, all friendly 
      Infantry in he same location automatically go berserk. Use a blank leader 
      counter to represent the commissar (commissars exist within the VSQL module.).
 
    - WG200.5: The Russian 458 are Guards Rifle 
      units found in the ASL counter set. For those with COD, british 458s can 
      be substituted. VSQL included these units by design.
 
    - WG200.6: 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.