VICTORY CONDITIONS: The Russians player must exit four tanks (any type) with functioning main armament off any west road hex.. The German player wins by avoiding the Russian victory conditions.
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       North  | 
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TURN RECORD CHART:
|   German 
              sets up first  | 
          1  | 
            2  | 
          3  | 
            4  | 
            5  | 
            6  | 
            7  | 
            END  | 
        
|   Russian 
              moves first  | 
        
1x10-2; 1x9-1; 6x468; 1xHMG; 2xATR; 4xPzKwIIID; 1x10-2 Armor Leader
3 xPzKwIVF2; 1x9-2 Armor Leader
1x9-1AL; 1xKVIIA; 1xT34/76A; 1xBA32; 2xBT5; 5xT26S
AFTERMATH: A number of light Russian AFVs, supported by a single KVII and a single T-34, advanced on the lead elements of the 21st Panzer Regiment. Stunned by the appearance fob the two armored monsters not encountered before on the Army Group Center from, the German panzerjaegers scattered. A handful of German tanks were all that stood in the path of the Soviet advance. The T26S and BT5 tanks were routed by the PzKwIII's. The German 37mm shells, however, were unable to affect the KVII or T-34. Tow panzers were quickly destroyed. At that count three PzKwIV's arrived to engage the KVII, while the remaining PzKwIII's concentrated on the T-34s vulnerable tracks. Soon both Russian heavy tanks were out of action, the KVII bogged down on soft ground and the T-34 with its treads shot away. Without the threat of the KVII or T-34, the panzerjaegers rallied and were able to hold their position. this incident reveals the cardinal sin of the Russian command: employment of their superior T-34 and KV types not in formation, but individually among light and medium tanks, or as support for the infantry. It was a mistake Soviet Russia was to pay dearly for.
CREDITS: Original design by Burt Baker, Development by Jon Mishcon & Joe Suchar. The TS scenarios were used in the Origins 1983 COI/COD tournament.
Applicable COD Rules specified in SSR.
 105. PRE-1942 INFANTRY VS. AFVS
  105.1 All infantry in scenarios taking place prior to 1942 
  and all Inexperienced Infantry, regardless of time frame, are subject to the 
  following rules.
  105.2 Any unbroken squad1crew not currently engaged in melee 
  which starts its player turn adjacent to an enemy AFV not under the effects 
  of a Stun, Shock (131) or Motion (135) counter and within the Covered Arc of 
  that vehicle I s manned and functioning weapons must pass a normal MC during 
  their Rally Phase to remain in their current hex during the following Movement 
  Phase. Note that a CE AFV with an AA MG has a 3601 Covered Arc for purposes 
  of this rule. Being adjacent to more than one AFV does not require additional 
  MCs. Failure to pass this MC has no penalty other than forcing the unit to move 
  at least one hex during the ensuing Movement Phase.
  105.21 A squad/crew in the same hex (regardless of elevation 
  level) with manned and functioning armor-piercing anti-tank weapons present 
  target racing without: scoring a critical nit need not take this MC.
  105.22 If the AFV is destroyed, stunned, or shocked during 
  the Prep Fire Phase, adjacent infantry need not move away in the subsequent 
  Movement Phase.
  105.23 Hidden/concealed units and/or units in trenches/entrenchments 
  may deduct ‘I’ from their MC dice roll (‘2’ for a concealed 
  unit in a trench/entrenchment).
  105.3 Failure to move results in an automatic ‘break’ 
  of the unit at the end of the Movement Phase. The moving unit may still end 
  up adjacent to enemy armor but may not end the turn adjacent to the AFV(s) which 
  caused the MC. A squad/crew inside a bunker which is topped by wire would be 
  unable to leave the hex in the next Movement Phase and thus would be broken. 
  Broken units in bunkers (56.6) need not rout outside the bunker. This is the 
  only case in which a unit which fails the 105.2 MC may fire in the Prep Fire 
  Phase knowing that it will break at the end of the Movement Phase as a consequence.
  105.4 Leaders, scouts, and snipers are exempt from the AFV 
  presence MC, but leaders may use their leadership modifiers to aid squads/crews 
  in the same hex.
  105.5 Infantry must still pass the normal Pre AFV Attack MC 
  in order to attack an AFV via the Defensive Fire (36.11) or Close Combat (36.21) 
  methods.
129.4 ONE MAN TURRET-The one man turrets in 
  French tanks caused serious problems with rate of fire, turret rotation, and 
  general gunfire accuracy. To reflect these inadequacies all tanks with One Man 
  Turrets are treated as SP Guns. Therefore, French tanks may not use Advancing 
  Fire after moving to a new hex. These tanks may change their Turret Covered 
  Arc in the same manner (64.121) as other tanks but must use Hit Determination 
  DRM case D instead of B, and case E instead of A.
  129.41 Any vehicle with one man turret restrictions cannot 
  fire its turret main armament if it has already fired a coaxial MG at its normal 
  strength. If the turret main armament is used in any fire phase, the coaxial 
  MG factor is halved prior to the application of any other firepower modifiers. 
  During an Overrun any turret mounted ordnance firepower is quartered rather 
  than halved (72. 1) if a coaxial or AA MG is to be used.
  129.42 Any vehicle with one-man turret restrictions cannot 
  fire its turret armament while in CE status. Therefore French tanks always fire 
  turret main armament with a +1To Hit DRM (64.47).
  129.43 Any vehicle with one-man turret restrictions which attempts 
  to repair (18.2) a malfunctioned weapon may not fire any turret or AA armament 
  for the duration of that player turn regardless of the success or failure of 
  the repair die roll, and may use no more than half of its normal MP allotment.
  129.44 Any vehicle with one man turret restrictions which suffers 
  a STUN result (64.44) may fire only bow mounted armament and must leave the 
  playing area as if it suffered a KIA during its CE Morale Check. The AFV may 
  still fire during its Defensive Fire Phase with the normal (64.44) penalties 
  as it leaves the board.
  129.45 The one man turret restrictions should also be applied 
  to all other pertinent AFVs in the COIICOD game system. The C01 vehicles so 
  affected would include: GERMAN: PzKw 1; RUSSIAN: T37A, T40, T40A, T60, T60A, 
  T70, BA32, BA64. Tanks with one man turret restrictions are noted by the annotation 
  ‘1MT’ on the wreck side of the counter.
  129.5 LACK OF WIRELESS EQUIPMENT-This rule applies to AFVs 
  of any nationality not equipped with radios. Supplemental rule G (pg. 58) should 
  not be used in conjunction with this rule. Check the appropriate armor listings 
  before the start of any scenario for specific AFV characteristics. AFVs without 
  wireless equipment will be noted by the presence of a dot on the wreck side 
  of the counter.
  129.51 AFVs without radios do not have complete freedom of 
  movement. The owning player must roll one die during his Rally Phase for every 
  multiple of six (or fraction thereof) mobile, radioless AFVs he possesses. The 
  resulting number is the number of his radioless AFVs which he may move that 
  turn. AFVs already on the board are not prevented from firing, pivoting, or 
  changing their turret covered arc within the hex they already occupy.
  129.52 Radioless AFVs are exempt from this restriction only 
  if they are unbuttoned (commander in CE position) and in the LOS of a designated 
  command AFV (also unbuttoned) at the start of the Movement Phase. AFVs entering 
  from offboard meet these requirements only if they enter unbuttoned and on the 
  same hex using sequential movement. If the designated command AFV is eliminated 
  or immobilized another AFV may be so designated at the start of the following 
  Rally Phase.
  129.53 Lack of wireless does not hinder unarmed vehicles in 
  any manner.
  129.6 French AFV inherent crews prior to 1941 have a good order 
  morale level of 6 unless specifically designated as an Elite force in which 
  case they have a normal morale level of 7. Once it leaves the AFV and takes 
  the form of an actual crew counter it becomes a French 237 until such time as 
  it once again mans an AFV and becomes an "inherent" crew. After 1940, 
  all French AFV crews have a normal morale of 7. NOTE: unless otherwise specified 
  Supplemental Rule B (pg. 58) is in effect for all nationalities.
  129.7 French AFVs do not need crest counters (77.2) to fire 
  from a crest hex to a lower elevation.