WG220 "CHEESECLOTH"
 Scenario Design by Bill Thomson; Updated 110902
 
August, 1944: Alerted 
  by an ineffective pre-assault artillery bombardment; the local German commander 
  releases local reserves to support Kampfgruppe Koch's attempt to prevent the 
  American forces from completing their encirclement of this portion of what would 
  be called the Falaise Pocket. 
VICTORY CONDITIONS: 
  The Americans must meet both of the following following criteria: 
  A) Exit One Sherman or Stuart with functioning main armament off any East edge 
  , B) Exit six unbroken squad and one leader of any type off any East edge . 
  Americans can exit the east edge during any turn but exited units are considered 
  out of play for the balance of the scenario. The German player wins by denying 
  an American victory.
BOARD LAYOUT: 
SCENARIO SEQUENCE: 
   
 
  
     
      
    |  
       Germans Setup First  | 
        1  | 
      2  | 
        3  | 
      4  | 
        5  | 
      6  | 
      7  | 
        8  | 
      END  | 
    
     
      |   Germans Move 
        First  | 
    
  
  
AMERICAN FORCES:
  
  - AT START: All vehicles and their passengers 
    must enter Turn 1 or later from any West edge board hexes. All other forces 
    may start on board 35 within three whole hexes of the West board edge or enter 
    on turn 1 from the West edge:
    1x9-1, 1x8-1; 1x8-0; 1x7-0, 3x667; 9x666; 6x556; 2xMMG; 1x6-12 HMG; 1x60mm 
    MTR; 4xBaz44a; 3xM4 MT; 2xM3A3 LT; 2x M3 ht (4 AAMG); 1x8-1 
    Armor Leader 
    
  
GERMAN FORCES: 
      
  - AT START: Kampfgruppe Koch; scattered remnants 
    of various larger organizations. Setup on board 17 and/or on Board 35 with 
    three whole hexes of board 17. The German sniper has the identical setup restrictions 
    as other German units.
    1x9-2, 1x8-1, 2x7-0; 3x548; 7x467; 6x436; 4xLMG, 2xMMG, 8xPF44a;1x888-3 sniper; 
    9xconcealments; 3xEnt; 1x50mm MTR; 1xJagd Pz 38(t) (Hetzer), 1x75mm/L22 IG 
    37; 1x50mm/L60 Pak 38; 6x5/8" concealment. 
  - TURN 5: Reinforcements enter on any three adjacent 
    east edge hexes. The AFVs may not enter with passengers: 1xPzIVH, 1xFPz IV/37 
    (Ostwind), 1x9-1, 6+1; 6x436, 2xLMG, 2x PF44a
 
    
SPECIAL SCENARIO RULES:
  - WG207.1: The COI ruleset applies; no GIA rules are 
    in use. Use GIA American counters if you have them. The American 556 is a 
    second line squad, not inexperienced infantry, broken side morale of 6. The 
    use of VSQL extension COI-USv01.mdx or higher is for VSQL is required for 
    this scenario.
 
  - WG207.2: Treat all brush hexes (35P8) 
    as woods hexes. Marsh (35G10) and Orchard hexes (35XX) are in effect. Ignore 
    the footpath on 35AA7. Half orchard hexes (35P10) ar considered full orchard 
    hexes on both boards.
 
  - WG220 3: The 
    German 5/8 counters and crews are not placed on the board. Instead, but their 
    locations and covered arcs are recorded secretly during the German setup (HIP 
    in VSQL). Each gun/vehicle location and three other dummy locations are marked 
    with the 5/8" concealment markers. Any 5/8" concealment marker which 
    is in the LOS of an unbroken American squad or leader at the end of Defensive 
    Fire or Advance Phase is remove and replaced with the corresponding counter 
    in that location if any. For these LOS purposes, the 5/8" counter is 
    equivalent to an infantry squad (e.g. not visible through intervening wheatfields.
 
  - WG220 4: The Sherman M4 75 TK# ar 
    6/7/8/10 with s8 ammo. It is a large target with +1/-1 armor, with 2/2/4 MGs, 
    13 MP. The Stuart M3A3 37LL (4 IFE) LT TK# are 4/5/6//8, C7 ammo, no smoke. 
    Is is a normal size target with 0/-2 armor, with 2/2/2mgs, 17 MP. U.S. AFVs 
    of this period use Black To Hit numbers. U.S. AFVs and guns repair on a dr=1. 
    The 37LL canister is 12FP; otherwise 34.9 applies. One of the M3A3s has C7 
    ammunition. The US 60mm mortar attacks are resolved on the 8/60 CF column 
    of the IFT. The US 57L ATG uses the GIA TK numbers: 6/6/8/9;. 57L ATG has 
    HE ammunition. 
 
  - WG220 5: The German 548 are considered 
    assault engineers with unlimited smoke making capability. Any unbroken American 
    squad may place a smoke counter on a dr of 1 or 2 during the onset of PFPh 
    with no impact of that squads fire or movement capability. If a squad rolls 
    a 6, that squad is out of smoke for the balance of the scenario.
 
  - WG220.7: Prior to the game start, the German 
    player may exchange 2 PF with a force for one Panzerschreck at their option.
 
  - WG220.8: 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.
 
118: COD ORCHARD 
  - 118.1 Any hex or half hex containing multiple 
    dark green clusters is considered an orchard hex. An example of an orchard 
    hex is 6F5. The term "orchard" is used to represent any wooded area 
    without dense undergrowth.
 
  - 118.2 The movement cost for entering an 
    orchard hex is identical to that of Open Ground for all types of units.
 
  - 118.3 Orchards have no terrain effect modifier 
    of any kind, but they are considered non-open ground. Therefore, target units 
    moving through an orchard are not subject to the -2 defensive fire DRM for 
    moving in the open. The TO HIT category for ordnance weapons firing at an 
    orchard hex is "other".
 
  - 118.4 Orchard hexes do not block LOS or 
    penetration except as listed below. They are not considered "woods" 
    for any purpose.
 
  - 118.41 Units on the same level as the orchard 
    may not trace a LOS through more than two orchard hexes inclusive of the target 
    hex. MG penetration may extend through more than 2 orchard hexes but in so 
    doing is resolved as Area Fire. Remember, however, that MGs must have a LOS 
    to a target (or suspected target) in order to fire. Keep in mind that the 
    green clusters do not obstruct LOS, they merely identify the hex as an orchard 
    hex.
 
  - 118.42 The hex directly behind an orchard 
    hex in direct LOS from a firing hex of higher elevation is considered a blind 
    hex and cannot be fired upon during any scenario taking place during April 
    through November.
 
  - 118.5 The "kindling" (102.22) 
    number of an orchard hex is I11+. The "Spread" (59.4) number is 
    9+.
 
  - 118.6 Orchards do not cause breakdowns or 
    present any movement hindrance to vehicles.
 
  - 118.7 Broken units may rout through orchard 
    hexes without being eliminated due to the presence of enemy units in LOS and 
    normal range. An orchard hex is not suitable cover for a broken unit to end 
    its rout in, although they could remain in such terrain until a possible route 
    to a woods or building hex exists.
 
  - 118.8 The allowable LOS through orchard 
    hexes is increased from 2 hexes to 3 hexes during any scenario taking place 
    during the December-March period.
 
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.