WG205 "RED STORM" (BETA)
 Scenario Design by Bill Thomson ; Updated 
  111113
 
FEBRUARY, 1945 :  As the end 
  nears, Russians match brute force against eastern German cities which become 
  strong points defended by local detachments
VICTORY CONDITIONS: The Russians must 
  have uncontested control of three of five victory point buildings (21B2; 21J4; 
  21R5; 2Z2; 2EE4) at the games end without losing more than 15 infantry squads. 
  Only ground floor hexes are considered when determining control. Broken units 
  do not affect building control. Crews and vehicles do not affect the 15 squad 
  VC count. Any other result is a German victory
BOARD LAYOUT: 
SCENARIO SEQUENCE: 
 
  
   
    |    
        Germans Setup First  | 
      1  | 
    2  | 
      3  | 
    4  | 
      5  | 
    6  | 
    7  | 
      8  | 
    
 9  | 
    END  | 
  
   
    |   Germans Move 
        First  | 
  
  RUSSIAN FORCES:
  
  - AT START: Setup in any whole hex on board 
    19: 
    2xSU122*; 1xSU100; 1xSU76M (Single Rate of fire; With AAMG); 1x9-2; 1x8-1; 
    1x8-0; 1x7-0; 1x6+1; 12x537; 12x447; 1x237; 5xLMG; 3xMMG; 2xHMG; 4xATR; 3xATM; 
    1xFT; 2xDC; 1x85mm/L55; 8xRubble 
   (SSR WG205.2). 
   
  - TURN 4: Russian flanking force: Enter from 
    either East or West board edge (not both) on board 21. The Russian player 
    must announce their entry board edge during the rally phase of Russian Turn 
    1: 
    2xT34/85; 2xSU85L; 1x91; 4x628; 2xLMG; 1xDC.  
   
      
GERMAN FORCES: 
   
SPECIAL SCENARIO RULES:
 
  
    -  WG205.1: TERRAIN: Treat graveyard (21M6) and brush 
      hexes as woods, ignore orchard hexes (21P6); ignore row house bars; treat 
      ground snow has not effect on play. Roads on board 19 do not exist. The 
      graveyard road (21O5) does not exist.
 
    - WG205.2: Each player places all allotted rubble 
      counters with during setup in any building hex or adjacent to previously 
      placed rubble counter. Street rubble hexes do not block LOS and has an inherit 
      +1 TEM. All fire at ground level through street rubble incurs a +1 DRM for 
      each street rubble hex the LOS passes through. LOS along the rubble hexside 
      is impacted by the rubble for fire combat and rout purposes. Tracked AFVs 
      may not enter rubble of any kind. 
 
    - WG205.3 The Russian 537s are considered assault 
      engineers for DC and FT usage but possess no smoke making capability.
 
    -  WG205.4: Each German radios may only contact their 
      respective off board SPA unit. These units create single hex FFE and have 
      unlimited smoke ammo. SPA units deplete HE and smoke ammo separately on 
      DR 11, and suffer gun malfunction without depletion on DR 12. Gun malfunctions 
      are resolved normally.
 
    - WG205.5 Note the SQLA Rule Convention 102A. Vehicular-mounted 
      FT's, whether bow or turret mounted, do not need to secure a hit, but the 
      TO HIT DRMs normally associated with a change of CA for that type of mounting 
      (Cases A-C are instead applied as IFT DRMs. These DRMs would also apply 
      to fire and AFV TK#s. Bow mounted FT use these DRMs as though they were 
      turreted. Flamethrowers (FT) AFVs may fire the FT in the ensuing Advancing 
      Fire Phase following movement into a new hex regardless whether bow mounted 
      or turret mounted.
 
    - WG205.6: Per SQLA conventions, Boresighting (78) 
      Prisoners (89), Battlefield Integrity (93). HE Near Misses (100) are not 
      in effect.
 
    - WG205.7: Per SQLA Rule Convention [102B]; 
      Bow mounted AFV FT retain the same restrictions as other Bow mounted guns. 
      The JagdPz 38 Flamm is treated as a Bow mounted weapon with the corresponding 
      restrictions of a SP gun (may not fire in AFPh changed hexes in the preceding 
      MPh).
 
    - WG205.8: 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.