VICTORY CONDITIONS: The Germans win if at the end of the game they solely occupy, with unbroken squads of functioning AFVs, four of the level 3 hexes of HIll 621 and there are no Russian unbroken squads or functioning AFVs on the remaining level 3 hexes. "Functioning" is defined as having an unbroken , unstunned crew and any working armament. Russians win by prevent the German victory conditions.
BOARD LAYOUT  | 
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AFTERMATH: The German units, decimated and exhausted by five days of incessant fighting, attacked doggedly but didn't have the strength to seize or hold the hill. The panzergrenadiers were soon actually on the defensive as continuous Soviet counterattacks force the Germans to employ their last reserves merely to hold their own positions.
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 125. 3RD LEVEL BUILDINGS
125.1 Buildings may gain 
  3rd level status only by specific scenario definition. In many cases a multi 
  hex building will gain 3rd level status over only part of the total building 
  usually a staircase hex.
  125.2 Units in a 3rd level building are considered on the 3rd 
  level only if they are placed on top of a 3rd level counter.
  125.3 The cost of moving up or down a building level remains 
  2 MF per level. A unit may move up or down a staircase hex only one level per 
  Advance Phase.
  125.4 Demolition attacks which do not result in rubble (58.1) 
  affect only the target level. Ground level flamethrowers may not affect a third 
  level target directly.
  125.5 Indirect fire affects only the two top levels with a 
  separate effects dice roll for each level. It has no effect on ground level 
  units unless a KIA result rubbles the entire building hex.
  125.6 Being on a 3rd level counter is equivalent to being on 
  a level three hill hex; the third level hex is a 3.5 level 
  obstacle.
  125.7 A level 3 building hex in the LOS of an observer on a 
  level 4 hill causes a "blind zone" of three hexes directly behind 
  it along the observer’s LOS (7.4).
  125.8 Units may not fire up or down a staircase hex more than 
  one level.
  125.81 Direct fire HE shells aimed at the 3rd level of a building 
  have no "Near Miss" (100) affects unless the TO HIT dice roll exceeds 
  the TO HIT number by only one, in which case the second level of the building 
  is hit with Area Fire (LOS permitting).
  125.82 No AFV armament except AA MGs may fire at an adjacent 
  building’s 3rd level.
  125.9 All other rules pertaining to Upper Building Levels (57), 
  Rubble (58), and Fire (59) apply normally with logical modifications. For example, 
  units changing levels without a staircase (57.9) would be limited to a change 
  of one level per turn.