WG210"Across The Don"
 Scenario Design by Alan Page; Updated 060412
 
To the West of Stalingrad: November 
  19, 1942: Two massive Soviet spearheads attacked 
  from the South and the North-West of the Stalingrad front, the intention being 
  to encircle and trap the German VI Army in Stalingrad. The Russian pincers would 
  close in the region of the River Don, near the town of Kalach. Near Kalach there 
  stood a crucial bridge that German truck convoys used to haul supplies to the 
  VI Army, and was used daily by a German training school that used captured Russian 
  tanks for gunnery demonstrations. The bridge guards had grown accustomed to 
  the routine, and so, on the morning of November 22nd, a German sargeant named 
  Wiedemann, having counted off five tanks as they crossed to the West, later 
  casually waved on five Russian tanks when they approached to cross Eastward. 
  Three crossed and fanned out on the East bank, and then came a burst of machine-gun 
  fire. The five genuine Russian tanks were part of a leading detachment of the 
  Russian 26 Tank Corps, led by the commander of the 14th Motorised Rifle Brigade, 
  Lieutenant-Colonel G N Filippov. The detachment comprised two companies of motorised 
  infantry, five tanks and an armoured car. The Russians were now sandwiched between 
  the German defensive positions on the high West bank, and the garrison from 
  Kalach.
VICTORY CONDITIONS: At the end of the 
  Game, the Russians Win by Having control of all 3 bridge hexes. Control is defined 
  as having been the last to occupy the hex with either a good order squad or 
  vehicle (armament in any condition), and no enemy unit occupying the same hex, 
  unless a wreck or prisoner or broken. The Germans win by avoiding the Russian 
  victory conditions. Any side blowing the bridge, whether by accident or design, 
  automatically loses the game.
BOARD LAYOUT: 
A river two hexes wide is superinposed on rows 9 and 10 of board 2. 
SCENARIO SEQUENCE: 
 
  
     
      |   Germans 
          Setup First  | 
        1  | 
      2  | 
        3  | 
      4  | 
        5  | 
      6  | 
        7  | 
      8  | 
      9  | 
      10  | 
      END  | 
    
     
      |   Russians Move 
          First  | 
    
  
   GERMAN 
    FORCES:
  
    - AT START; Bridge Detail; set up within 2 hexes of 
      either or both ends of the bridge:
      6+1(Wiedemann), 3x467, 2xEntrenchments, 2xWire, 2xLMG, 1xPF(42b) 
    -  
      
AT START: Nearby infantry billets 
        - set up in any building hexes on the east bank (board 4), but no more 
        than 1 squad (or squad+leader) per building hex:
        8-1, 6x4-6-7, 2xLMG, PF(42b); 2xSTGIIIB (STGs must setup on 4P5 & 
        4Q6)
     
    -  
      
AT START: West Bank Defences; 
        Set up anywhere on 2nd level of hill 538 unless otherwise noted:
        4-6-7, 2-4-7, HMG, 50L ATG; On 2W7: 3x4-6-7, LMG n2V8: 8-1, 3x4-6-7, LMG
        On 2nd or 3rd level of hill 621: AT Gun: 75L, 2xMMG, 3x2-4-7, 9-1, Radio
     
    - An additional 3xbarbed wire is available to set up on any hex/any board 
      of choice.
 
    - German Reinforcements from Kalach - enter according to SSR210.3:
      9-2, 6x4-6-7, 2x8-3-8, FT, 2xDC, MMG, 3xLMG, 4xPzFst(42b) 3xHeavy Truck, 
      2xSPW251/1, PzJagIIM 
  
 
      
  - 
    
  
 
  - 
    
      TURN 2:
        9-2(Filippov), 2x8-1, 18x4-4-7, 2-3-7, 2xMMG, 4xLMG, ATR, Zisb-25LL, 10xJAG 
        Heavy Trucks, 37L AT Gun
     
   
SPECIAL SCENARIO RULES:
 
  
    -  WG210.1: TERRAIN: A single lane ston bridge spans 
      2Q9-2Q10; it is aligned East-West for purposes of LOS when receiving enemy 
      fire.  
 
    - WG210.2: RULES OF ENGAGEMENT: During Turn 1, the 
      Russian tanks may not move more than 3 hexes beyond the East Edge of the 
      bridge before either stopping or carrying out an overrun attack. All Russian 
      units are recognised as Russian by any of the following, whichever occurs 
      first:: 
      
        - Any unit opens fire or carries out an overrun attack.
 
        - Any unit expends more than 3 movement points off road, 
          on any board.
 
        - Any Russian AFV becomes CE.
 
        - Any Turn 2 Russian reinforcements or vehicles gets 
          within 3 hexes of any German unit
 
        - At the close of the Turn 2 Russian Movement Phase, 
          if not recognised before then.
 
      
     
    -  WG210.3: Entry of German Reinforcements from the 
      Kalach garrison is attempted beginning German Turn 2. Each Rally Phase, 
      one die is rolled. , onwards. if the result is greaterthan or equal to the 
      turn number permits the Germans to enter on that player turn, on any Northern 
      edge hex.
 
    -  WG210.4: Supplemental Rule A is in effect. 
      Each sides may roll for Stuka/Sturmovic support beginning on turn 4. 
 
    -  WG210.5: The German have one module of 105mm OBA 
      available on turn 1.
 
    - WG210.6: Environmental Conditions: Mud 
      is not allowed. A weather die roll of 12 should be treated as 11: rain, 
      h/o
 
    - WG210.7: Variations: Although designed 
      for COI, the scenario can also be played using any of the later rule sets, 
      COD or GIA.
 
    - WG210.8: 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: Filippov formed an all round 
  defence of the bridge and held out against fierce counterattacks until heavy 
  Russian reinforcements arrived. The next day, beneath green signal flares that 
  reflected eerily on the snow at a village 30 miles below Kalach, the Russian 
  pincers closed. The fate of the VI Army was sealed.
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. Playtest credits to date: Alan 
  Page, Dennis Jorgenson.