WG204: "REINFORCING 
  FAILURE" 
Scenario Designer: 
  Bill Thomson; updated 170915
June, 1942: 
A Russian Calvary regiment rushes into the breach to 
stem the German exploitation during the opening round of Flau Blue. Its remnants 
attempt to delay the German push hoping reinforcement will succeed in containing 
the German forces before a full scale rout occurs with a unimpeded gateway to 
the open steppes 
VICTORY 
  CONDITIONS: The German player wins by occupying (with unbroken squads 
  or crewed AFVs) at games end at least 5 of the 7 elevation 3 hexes that constitute 
  the high crest line of Hill 621. The Russians win by avoiding the German victory 
  conditions. 
BOARD LAYOUT: 
SCENARIO SEQUENCE: 
  
     
      |   Russian 
          Setup First  | 
        1  | 
        2  | 
        3  | 
        4  | 
      5  | 
        6  | 
        7  | 
        8  | 
        END  | 
    
     
      |   German 
          Moves First  | 
    
  
GERMANS FORCES: 
  - AT START: Elements 
    of the Slovakian Cavalry Regiment: Start in any woods hex on board 19 numbered 
    2 or less:
    1x10-2, 1x8-1, 1x7-0, 12x548, 12xHorse, 2xLMG, 1xMMG, 2xATR, 
    1x50mm MTR 
   - TURN 3: 
    Elements of the 300th Panzer Battalion: Enter on any single North edge hex 
    using sequential Movement:
    1xPzJag, 3xPzIIIJ, 1x9-1 Armor Leader 
   - TURN 4: 
    Elements of the 52nd Panzer Grenadiers: Enter on any single North edge hex 
    using sequential Movement:
    1xSPW250/1; 1xSPW250/10; 1xSPW251/1, 3xSPW251/2; 1xHVY Truck; 
    1x9-1, 1x8-1, 1x6+1, 6x467, 3xLMG, 1xRadio 
 
RUSSIAN FORCES:
  - AT START:  Retreating 
    dismounted calvary elements of the 22nd Army; Setup on any whole hex of board 
    16: 
    1x9-1; 1x8-0; 10x537; 1xMMG; 2xLMG; 1xATR; 1x50mm MTR  
   - TURN 2: 
    Enter on either eastern or western (not both) board 2 road hex using sequential 
    movement:
    3xT70  
   - TURN 3: 
    Enter on any board 2 road hex: 
    2xZis Lt truck (23 MP); 1x70; 4x237L; 1x45L/L46 ATG M32; 1x82mm MTR; 2xLMG 
   - TURN 4: 
    Enter on any Southern hex edge on board 2:
    PLC (use 8-1 if PLCs not in play); 1x80; 10x537; 1xHMG (6-12); 1xATR; 12xHorse 
     
   - TURN 6: 
    Enter on any Southern hex edge on board 2 using sequential movement:
    2xT43 
 
 
SPECIAL SCENARIO RULES: 
  
  -  
    
WG204.1: 
      After both sides setup on board forces, All on board Russian forces 
      must take a normal morale check (NMC). Those failing a NMC are replaced 
      with an unbroken 436 conscript. Leaders failing suffer no effect other than 
      requiring all units in the leader hex to take an additional morale check. 
      Units which fails two morale checks are replace with a broken 436.
   
  -  
    
WG204.2; 
      The German radio may only be used by the 6+1 Artillery Forward Observer 
      to contact an off board Wespe; any FFE is a single hex 105mm with S8 smoke 
      and unlimited HE ammunition. Any FFE unmodified DR=12 results in the gun 
      malfunction whish is repaired/disabled normally. The Artillery Forward Observer 
      may perform artillery operations with CE in the SPW 250/1. The 6+1 is considered 
      an infantry leader for all other purposes. 
   
  - WG204.3: 
    Treat all Brush hexes (19H3) as Woods; treat all Orchard hexes as open ground.
 
  -  
    
WG204.4: 
      Roll for all optional armament normally.
   
  - WG204.5: 
    Due to being in retreat, the Russians may not boresight.
 
  - WG204.6: 
    NOTE:  T70s 
    are subject to COI 1-man turret rules (Vehicle Note KK): Due to the commander 
    being the loader and gunner, a +1 DRM is added to all main armament fire (in 
    addition to the +1 DRM for being BU) and, if CE, no turret weapons may fire.
 
  -  
    
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. 
   
Note: 
Scenario was previously designated F05 but was originally designed as a ‘Half 
Bid’ scenario and used in the 1996 Avaloncon COI Tournament