WG202: "JADHE'S TIGERS"
Scenario Designer: 
  Pete Pollard; updated 130615
East of Lake Peipus, 
September 23, 1943: The Russians have displaced the Germans from the Narva line, but now their 
advance is slowed by a series of delaying actions. General Küchler begged Hitler 
to allow Army Group North to fall back to the Panther Line. Units of the 2nd Shock 
Army came headlong into elements of the the 11th SS "Nordland"setting up perimeter 
defense around yet another Russian village, soon to the last in the Russian heartland. 
VICTORY 
  CONDITIONS: The Russian player must clear the village center (enclosed 
  by the roads) on board 3 of all unbroken German squads at the end of GT6. AFV's, 
  leaders, crews, and broken units do not count toward or against these victory 
  conditions. (A berserk SS or unit in melee can provide a German victory). The 
  German player wins by avoiding the Russian Victory conditions.
BOARD LAYOUT: 
SCENARIO SEQUENCE: 
  
     
      |   Germans 
          Setup First  | 
        1  | 
        2  | 
        3  | 
        4  | 
        5  | 
        6  | 
        END  | 
    
     
      |   Russians 
          Move First  | 
    
  
GERMANS FORCES: 
  - AT START: German 
    forces at set up (Elements of the 11th SS "Nordland"). Any whole hex completely 
    on board 3. The ATG and crew may set up HIP
    1x9-1; 1x8-1; 1x8-0; 8x658; 4x248; 1xHMG; 1xMMG; 2xLMG; 1xPzsk; 4xPF43b, 1xRadio; 
    1x50L ATG; 1xSPW251/1 
   - TURN 3: Turn 3 
    (enter west and/or south edge hexes)
    2xPzKwVIE; 1x9-2 AL  
RUSSIAN FORCES:
  - AT START: Russian 
    forces at set up (any whole hex of board 4)
    1x9-1; 1x8-1; 1x7-0; 5x628; 17x447; 1x237, 2xMMG; 2xLMG; 1xATR; 1xDC; 1x76* 
    INF (w/H6); 
    2xSmoke (SSR) 
   - TURN 1: (enter 
    north edge of board 4)
    3x T34/76c, 2xSU122*  
 
SPECIAL SCENARIO RULES: 
  
  -  
    
WG202.1: 
      COI supplemental rules B: (Armor Crew Morale); ;J ( Russian Entrenchments) 
      and M: (Location of Hits) are in effect.
   
   
  -  
    
WG202.2: 
      The German player may not attempt radio contact until German Turn 1. The 
      German OBA is limited to 2 missions of 81mm.
   
   
  -  
    
WG202.3: 
      All buildings are of wooden construction.
   
   
  -  
    
WG202.4: 
      Treat all level one hills as ground level. Treat all level two hills as 
      level one.
   
   
  -  
    
WG202.5: 
      The hidden ATG and crew need not define their CA until it is revealed. 
      These units may remain hidden EVEN if other units in the hex fire or move.
   
   
  -  
    
WG202.6:During 
      the course of the game, the Russian 628s may place a total of two (2) smoke 
      counters
   
   
  -  
    
WG202.7: 
      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.
AFTERMATH: The typical 
German response was to bolster the stretched defense by providing support from 
a mobile fire brigade. Abteilung 502, with the leadership of Major Willy Jahde, 
blazed a path clear of Russian tanks,. The gap was filled allowing the necessary 
time to establish another defensive position before the Panther Line.  
COI TUTORIAL NOTES (BThomson) 
  - ATG are the same as SQL. 
    Two shots, may shoot at different hexes, have a gun shield, are limited in 
    movement. 
  
 - INF guns are the same 
    as ATG, but must fire both shots at the same hex. They also have an gun shield 
    and weaker AP kill number unless a rare HEAT shell is available (1942+) 
  
 - SS are hard to kill, shoot 
    at any broken ones as they rally easily (only +2 DM and have a higher rally 
    number). 
  
 - Due to Penetration effects 
    on AP ammunition, all tanks are equalized at short ranges. The SS must use 
    their toys and CC numbers to keep the Russian AFVs at bay. 
  
 - The hidden status of the 
    German ATG is its best asset and threat to any Russian AFV attack. Once located 
    it can be neutralized with risk by overrun or avoided.