WG208 "FLUGPLATZ 51" (BETA)
 Scenario Design by Kevin Welsh; Rev B; Updated 
  121029 
 
SEPTEMBER, 1941 : The German drive 
  east shatters the Russian front opening large gaps between advancing elements 
  and their logistical tail. Captured Soviet airfields are integrated as points 
  of resupply for the German lead formations. As the organized Soviet resistance 
  crumbles , bypassed Soviet remnants of destroyed formations assimilate into 
  ad hoc battlegroups to threaten the security of captured airfields such as Flugplatz 
  51. 
VICTORY CONDITIONS:  The 
  Russians win immediately at the end of any player turn in which they have undisputed 
  control of the tower hex (14L5) and any three of the four (4) remaining buildings 
  that are adjacent to the airstrip. To achieve undisputed control of a building 
  your forces must have been the last to occupy any hex of the building when no 
  broken or unbroken enemy unit (squad, crew on foot, or leader) are in the building. 
  AFV’s alone may not control a building. The German wins by avoiding the 
  Russian Victory Conditions at the end of Game Turn 7.
BOARD LAYOUT: 
SCENARIO SEQUENCE: 
 
  
     
      |   Germans 
          Setup First  | 
      
 1  | 
      2  | 
      
 3  | 
      4  | 
      
 5  | 
      6  | 
      
 7  | 
      END  | 
    
     
      |   Russians Move 
          First  | 
    
  
   RUSSIAN FORCES:
  
    - AT START: Mixed remnants of 24th Army,  setup 
      north of row Y inclusive: 
      
        
          -  
            
              - 1x1x81, 1x80, 1x6+1, 14x447, 4x436, 2x237, 1xMMG, 
                2xLMG, 2xATR, 1x50mm PM 40 MTR
 
            
           
          - TURN 2: Mixed 
            armor support; Enter on any single north edge hex using sequential 
            movement: 
            
              - 1xT50, 2xBT5, 1xBT5A, 1xBA32 (37L) 
 
            
           
        
       
      GERMAN FORCES:  
       
        
          - AT START: Elements of Luftwaffe Airfield Defense 
            Battalion, set up south of hex row Q inclusive:  
            
              - 1x9-1, 1x8-1, 1x8-0, 6x467, 4x247, 2xMMG, 2xLMG, 
                1xATR, 1x50mm LeGrW 36, 2x ENT, 2xWire, 2xRoadblock, 1x37mm/L98 
                Flak 36/37 (IFE=8), 20mm/L115 Flak 30 (IFE=4)
 
            
           
          - TURN 2: Elements 
            of Battalion armor support, Enter on any single south edge hex using 
            sequential movement: 
            
          
 
        
       
     
  
 
SPECIAL SCENARIO RULES:
 
  
    -  WG208.1: TERRAIN: All Brush hexes (14N1) are considered 
      woods; ignore Sunken/Elevated Roads road status (14T3), treat as normal 
      level 0 terrain,, all Orchard hexes (14D2) are considered open ground, all 
      Airstrip hexes (14J5) are considered paved roads, all other roads do not 
      exist; Wheatfields are in effect.
 
    -  WG208.2: The German 37mmAA must setup in 14N7, 
      the German 20mmAA must setup in any non building hex within three hexes 
      inclusive of 14I7. 
 
    -  WG208.3: Infantry of neither 
      side may ride AFVs as passengers.
 
    -  WG208.4: The SdKfz Flak 
      is considered a halftrack for all movement, LOS, TEM and immobilization 
      purposes. However it is a 'soft' target, it provides no protection to its 
      gun crew (the +2 DRM does not apply). Due to its weapon platform, it has 
      no passenger capability beyond its inherent crew.
 
    - WG208.5: The Russian BA32 armored cars 
      pay truck movement rates. Deliberate/Random immobilization and excessive 
      speed are not applicable to this vehicle type.
 
    - WG208.6: Radio-less vehicle rules apply 
      to the Russian AFVs and the German SdKfz. The Russian BT5A and German PzKw 
      38(t) are the corresponding command tanks. Use the corresponding rule based 
      on rule level used [COI Supplemental G. Vehicle Radios; COD 129.5 Lack of 
      Wireless Equipment].
 
    - WG208.7:Roadblocks may be placed to to 
      extend an existing wall/wood, to block a single open hex between woods/building, 
      in addition to as a roadblock (between two printed road hexes) 
 
    - WG208.8: 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.
 
  
 
AFTERMATH: As the defense of airfields 
  fell under the jurisdiction of the Luftwaffe, the troop quality and equipment 
  was below that of the Wehrmacht inter-service rivalry resulted in poor coordination 
  between these service branches hindering combat efficiency.