Advanced Squad Leader Starter Kit Scenario Design Contest
Advanced Squad Leader Starter Kit Scenario Design Contest Rulebook
Table of Contents
Table of Contents
Scenario A: To the Soldiers of the Ostfront
Brest-Litovsk, Russia, 22 June 1941.
Board Configuration
Boards w, z, y, x, laid end to end from left to right, with north up (printed north arrow: ▲ N).
Victory Conditions
A side that Dominates all boards wins immediately (see SSR 2), otherwise the side that Dominates the most boards at game end wins. A draw is possible.
Turn Record Chart
Simultaneous set up. First move is randomly determined. Turns 1 through 10, then END.
Order of Battle
Elements of 28th Rifle Corps [ELR: 3] set up on any friendly board (see SSR 1):
- 9-2 leader (1)
- 8-0 leader (1)
- 5-2-7 squad (3)
- 4-4-7 squad (8)
- 2-3-7 squad (3)
- LMG 2-6 (3)
- DC 30-1 (1)
- MMG 4-10 (1)
Reinforcements (see SSR 3):
- 7-0 leader (1)
- 4-4-7 squad (5)
Elements of Infanterie Divisionen 31 & 34, XII Armeekorps [ELR: 3] set up on any friendly board (see SSR 1):
- 9-2 leader (1)
- 9-1 leader (2)
- 7-0 leader (1)
- 4-6-7 squad (10)
- 2-4-7 squad (1)
- HMG 7-16 (1)
- MMG 5-12 (1)
- LMG 3-8 (1)
- FT 24-1 (1)
- DC 30-1 (2)
Reinforcements (see SSR 3):
- 8-0 leader (1)
- 4-6-7 squad (3)
- LMG 3-8 (1)
Regiment 800, The Brandenburgers (see SSR 4):
- Option 1: 2-2-8 (2)
- Option 2: 2-2-8 and 8-0 leader
- Option 3: 2-2-8 and a MELEE counter
Special Rules
- At start, random determine which boards are friendly to each player. Two boards each should be defined as "friendly." The friendly/unfriendly status of boards is kept during the entire game.
- To dominate a board, a side needs to be the sole occupant of building hexes with good order MMC on the whole board.
- Reinforcements enter on each turn < 7 on any unfriendly (see SSR1) board edges.
- Brandenburg units are represented by 228s and are generated on a dr=1. During each Russian rally phase on turn < 7, the German player rolls for each board (both friendly and unfriendly), generated units are immediately put on any unoccupied hex on that specific board. If the German player chooses option 3, a lone good order Russian 447 is changed to a 237 and a German 228 is instead created in the hex and immediately locked in melee with the remaining Russian HS unit.
Scenario B: Exhausting, But Productive
Mate Zuchowicze, Soviet Union, 3 July 1941.
Board Configuration
Boards z, w, x and y, butted end to end, with north up (printed north arrow: ▲ N). Each board letter's position is as printed in the diagram.
Victory Conditions
The Germans must exit one Good Order squad (or equivalent in HS) from any north board edge road hex (zCC1 is not considered a road hex for VC determination) on each and every board in order to win.
Turn Record Chart
Allies set up first. German moves first. Turns 1 through 8, then END.
Order of Battle
Scattered elements of local Russian garrisons [ELR: 2] set up as indicated:
Zuchowicze Garrison: in any stone building on Board z
- 8-0 leader (1)
- 7-0 leader (1)
- 4-4-7 squad (10)
- LMG 2-6 (2)
Jurewicze Garrison: on Board w and/or x at least 2 hexes from the south board edge
- 8-1 leader (1)
- 7-0 leader (1)
- 5-2-7 squad (3)
- 4-4-7 squad (11)
- MMG 4-10 (2)
- LMG 2-6 (1)
Reinforcing elements of the Byklewicze Garrison: east of hexrow x, on Board y
- 9-1 leader (1)
- 8-1 leader (1)
- 4-5-8 squad (5)
- 4-4-7 squad (3)
- LMG 2-6 (2)
Patrols of I Bataillon, Infanterieregiment "Großdeutschland" [ELR: 5] enter on Turn 1 as indicated:
Stosstrupp Stockmann: on any hex between zT10-zEE10 inclusive
- 9-2 leader (1)
- 8-1 leader (1)
- 4-6-8 elite squad (5)
- LMG 3-8 (2)
Stosstrupp Doege: on any south edge hex of Board w and/or x
- 10-2 leader (1)
- 9-2 leader (1)
- 8-0 leader (1)
- 4-6-8 elite squad (8)
- LMG 3-8 (2)
- MTR 50* [2-13] (2)
Stosstrupp Kottwitz: on any hex between yH10 - yO10 using a maximum of 2MF per unit
- 9-2 leader (1)
- 8-1 leader (1)
- 7-0 leader (1)
- 4-6-8 elite squad (4)
- 2-2-8 (2)
- HMG 7-16 (2)
- LMG(f) 2-6 (2)
Special Rules
- Any Russian unit taking a MC is considered to have surrendered on an original DR of 10 or more. Surrendered units are immediately removed from play as if eliminated by a KIA result on the IFT.
- Every time a Russian unit surrenders, the nearest German squad in LOS of that Russian unit (in hexes, resolve ties by random dr) must take an immediate TC. An original DR of 3 or less results in that squad being immediately replaced with a HS as if that unit had just undergone Casualty Reduction, representing the assignment of riflemen as prisoner escorts. If no full squads are in LOS, the nearest HS in LOS undergoes this procedure instead, and is eliminated from play.
Scenario C: Thank Heavens, We Lost
Rethymnon, Crete, 20 May 1941.
Board Configuration
Boards z, x, y and w, butted end to end, left to right, with north up (printed north arrow: ▲ N).
Victory Conditions
The Germans win immediately upon Controlling all Stone building Locations on boards w, x and y, or all Locations in multi-hex Stone buildings on boards w, y and z.
Turn Record Chart
Allies set up first. German moves first. Turns 1 through 10, then END.
Order of Battle
Elements of Australian 2/1st Battalion, 19th Brigade, CREFORCE [ELR: 3] set up on board w:
- 9-2 leader (1)
- 8-1 leader (1)
- 8-0 leader (1)
- 4-5-8 elite squad (8)
- 4-5-7 squad (4)
- 2-4-8 elite squad (1)
- 2-2-8 (1)
- MMG 4-12 (1)
- LMG 2-7 (2)
- AA 40L(8) gun (1)
Elements of Greek 4th Regiment, 19th Brigade, CREFORCE [ELR: 2] set up on board y:
- 8-1 leader (1)
- 8-0 leader (1)
- 4-5-7 squad (8)
- 4-3-7 squad (4)
- LMG 2-6 (2)
Armed citizens of Rethymnon and Cretan police [ELR: 2] set up on board z:
- 8-0 leader (1)
- 7-0 leader (1)
- 4-3-7 squad (10)
- LMG 2-6 (2)
Elements of Australian 2/11th Battalion, 19th Brigade, CREFORCE [ELR: 3] set up on board x:
- 9-1 leader (1)
- 8-0 leader (1)
- 7-0 leader (1)
- 4-5-8 elite squad (4)
- 4-5-7 squad (8)
- 2-4-8 elite squad (1)
- 2-2-8 (1)
- MMG 4-12 (1)
- LMG 2-7 (2)
- AA 40L(8) gun (1)
German OB, Special Rules, and Aftermath on reverse of card
Elements of III Bataillon, Fallschirmjäger Regiment 2, Gruppe Mitte [ELR: 4] enter by air drop on board w on Turn 1 (see SSR 1):
- 9-2 leader (1)
- 9-1 leader (2)
- 8-1 leader (2)
- 8-0 leader (2)
- 5-4-8 elite squad (6)
- 4-6-8 elite squad (6)
- 2-3-8 elite squad (3)
- 2-4-8 elite squad (3)
- LMG 3-8 (6)
Elements of I Bataillon, Fallschirmjäger Regiment 2, Gruppe Mitte [ELR: 4] enter by air drop on board y on Turn 1 (see SSR 1):
- 9-2 leader (1)
- 9-1 leader (2)
- 8-1 leader (2)
- 8-0 leader (2)
- 5-4-8 elite squad (6)
- 4-6-8 elite squad (6)
- 2-3-8 elite squad (3)
- 2-4-8 elite squad (3)
- LMG 3-8 (6)
Elements of III Bataillon, Fallschirmjäger Regiment 2, Gruppe Mitte [ELR: 4] enter by air drop on board x on Turn 1 (see SSR 1):
- 9-2 leader (1)
- 9-1 leader (1)
- 8-1 leader (2)
- 8-0 leader (2)
- 5-4-8 elite squad (4)
- 4-6-8 elite squad (4)
- 2-3-8 elite squad (4)
- 2-4-8 elite squad (4)
- LMG 3-8 (4)
Elements of III Bataillon, Fallschirmjäger Regiment 2, Gruppe Mitte [ELR: 4] enter on south edge of board z on a dr < the current turn number:
- 8-1 leader (1)
- 8-0 leader (1)
- 5-4-8 elite squad (3)
- 4-6-8 elite squad (2)
- 2-3-8 elite squad (1)
- MMG 5-12 (1)
- LMG 3-8 (1)
Special Rules
- German MMC, SMC and LMG enter by air drop on turn one. Prior to all set up, the German player must pick one Open Ground Location for every three MMC. During the German Movement Phase, place the multiples of three MMC in their designated hexes, along with any number of SMC and LMG. Make a drift DR for each MMC/SMC/LMG. The colored dr is the direction of the drift, the white dr the extent of drift (dr/2 FRD). Each MMC/SMC/LMG which lands in non-Open Ground terrain must take a NMC with the TEM as a positive DRM (LMG have a Morale of 8 and Malfunction if they fail). All broken MMC/SMC may not move for the rest of the Movement Phase after they land, but are subject to FFMO/FFNAM (in all terrain). Allied units may conduct Defensive First Fire as each MMC/SMC drifts. Drifting MMC/SMC are considered to be drifting at Level One for all Defensive First Fire (EXC: the last hex of drift is considered to be at Level 0).
- All Orchards are Olive Groves. Olive Groves are considered In-Season Orchards with a TEM of +1 and an entry cost of 2MF.
- Grainfield R6 on board x is a Level One Hill. The Hill terrain is considered Open Ground.
- British Bofors 40L AA Guns may not Defensive First Fire (or change their CA) as German MMC/SMC drift.
- German and Allied MMC/SMC which start the Final Fire Phase of Turn One in the same Location are placed under a Melee counter. The Melee is resolved in subsequent CC Phases.
Scenario D: Crimson Snow
Velikiye Luki, Russia, 15 November 1942.
Board Configuration
Boards w, x, y and z, laid end to end, with north up (printed north arrow: ▲ N). Each board letter's position is as printed in the diagram.
Victory Conditions
The Soviet wins at game's end by controlling any 11 of the following buildings: wG4, wO5, wO9, wW6, xC7, xI2, xEE4, yK4, yP6, yZ9, yFF6, zD2, zL5, zR1, zCC5 OR wins immediately if at any time he controls all victory buildings on any three maps.
Turn Record Chart
German sets up first. Russian moves first. Turns 1 through 6, then END. Lull, then Turns I, II and III, then END.
Order of Battle
Elements of Infantry Division 83 and Gebrisjäger Division 3, Chevallerie Army Group, LIX Korps [ELR: 4]:
Group 1
- 9-1 leader (1)
- 8-0 leader (1)
- 4-6-7 squad (3)
- 4-4-7 squad (4)
- 2-4-7 squad (1)
- MMG 5-12 (1)
- LMG 3-8 (3)
Group 2
- 9-2 leader (1)
- 8-0 leader (1)
- 4-6-7 squad (3)
- 4-4-7 squad (3)
- 2-4-7 squad (1)
- LMG 3-8 (4)
Group 3: chose one Group to set up on each board; each counter must be more than 3 hexes from the south edge. Last Group is in Reserve (SSR 5). A Group may be chosen only once.
- 8-1 leader (1)
- 8-0 leader (1)
- 4-6-7 squad (3)
- 4-4-7 squad (3)
- 2-4-7 squad (1)
- HMG 7-16 (1)
- LMG 3-8 (3)
Group 4
- 9-1 leader (1)
- 7-0 leader (1)
- 5-4-8 elite squad (2)
- 4-6-7 squad (4)
- LMG 3-8 (2)
- DC 30-1 (2)
- PSK 12-4 (1)
Group 5
- 8-1 leader (2)
- 4-4-7 squad (6)
- 2-3-7 squad (3)
- MMG 5-12 (2)
Heavy Weapons: set up anywhere more than 3 hexes away from the south edge, with a maximum of two guns/SW per board:
- MTR 81* [2-60] (1)
- AA 20L(6) (1)
- AA 37L(8) H5[9] (1)
- AA 88L (1)
- 2-2-8 (4)
- 2-4-7 (1)
- MTR 50* [2-13] (1)
Note on the printed sheet: "Russian OB, Special Rules, and Aftermath on reverse of card."
Elements of 249th Estonian Division, 8th Estonian Rifle Corps [ELR: 2/3] enter Turn 1 on the south edge of any one board (see SSR 4 and 5):
- 8-0 leader (1)
- 4-5-7 squad (6)
Command Platoon [ELR: 3] enter on Turn 1 or 2 anywhere along south edge:
- 9-1 leader (1)
- 6-2-8 elite squad (4)
- DC 30-1 (3)
- LMG 2-6 (1)
Elements of 9th and 46th Guards Divisions, 3rd Shock and 5th Guards Army, Kalinin Front [ELR: 3]: any two groups enter on Turn 1; two more groups enter on Turn 2. Each group enters on the south edge of any one board, one group per board per turn. Remaining group is in Reserve (see SSR 5). A Group can be chosen only once.
Group 1
- 7-0 leader (1)
- 4-4-7 squad (12)
- 2-3-7 squad (1)
Group 2
- 8-0 leader (1)
- 4-4-7 squad (9)
- 2-2-8 (2)
- MMG 4-10 (2)
Group 3
- 7-0 leader (1)
- 4-4-7 squad (5)
- 5-2-7 squad (6)
- LMG 2-6 (2)
Group 4
- 8-1 leader (1)
- 5-2-7 squad (9)
- 2-2-7 squad (4)
- LMG 2-6 (2)
Group 5
- 8-0 leader (1)
- 4-5-8 elite squad (4)
- 4-4-7 squad (6)
- LMG 2-6 (3)
- DC 30-1 (1)
Kalinin Front Reinforcements [ELR: 3]: at the end of the SSR 5 process, set up anywhere in a friendly occupied hex OR in any woods hex adjacent to the south board edge. Gun must be possessed by the crew.
- 9-1 leader (1)
- 2-2-8 (1)
- MTR 82* [3-78] (1)
Special Rules
- Due to ground snow, crossing a crest line uphill costs 1 more MF (after all other modifications).
- All German Guns and MTR are B11. The German player secretly designates one non-Reserve leader as artillery observer. Once in the game, during his PFPh or DFPh in which that leader is Good Order and not under "Prep Fire" or "Def F Fire" counter, the German player may designate any hex in LOS of that leader as the target hex. From that hex, a direction of error is randomly chosen and a distance of error of 1/2 dr (FRU) is rolled. The final hex and the 6 adjacent hexes are attacked by 100mm HE. Mark the Leader "Prep Fire"/ "Def F Fire".
- Before setup, the German player designates 5 building hexes as being Fortified (maximum two per board). The fortified hexes have their TEM increased by 1. Advance into CC against an enemy MMC in a fortified building is NA unless that MMC is under a PIN counter or is a half squad.
- Estonian troops are Allied at start. Estonian units benefit from Russian leader direction and vice versa until the Estonians turn Axis (SSR 5). Estonian units can always use Russian SW without penalty. Estonians have an ELR of 2 while Soviet and 3 when turning Axis. Once Axis, Estonian units benefit from German leader direction and vice versa.
- At the conclusion of Game Turns 2, 3, 4 or 5, the Russian player can declare a "lull." If a lull is declared, perform the following: Place Turn marker on LULL box. Place a Melee marker on any stack containing both Russian and Estonian SMC/MMC, remove Melee markers from hexes with only German and Estonian units. Estonian units immediately become Axis. Roll CC until all Melees are resolved. Flip all broken units to Good Order; remove DM, CX and SMOKE. Unpossessed SW/Gun are automatically recovered by any unit in the same hex (EXC: Guns not possessed by Axis are eliminated). Roll for Repair until all Malfunctioned possessed SW/Guns are Repaired or eliminated. Each wounded SMC makes a MC with original Morale (printed as △). If passed, remove "wound," otherwise eliminate leader (LLMC NA). For each board on which only friendly MMC are present, any enemy SMC on that board are eliminated and friendly units on that board can be re-setup freely anywhere on any whole hex of that board (EXC: some/all units can be put in Reserve if Russian). All units (with possessed Guns/SW) can be repositioned (Estonian first, then Russian then German. PP, CX and MF NA) one hex (two hexes if Estonian), as long as they don't move ADJACENT to enemy unit, nor enter enemy occupied hex, nor move farther from friendly board edge (Axis: North edge; Russian: South edge). Possessed Guns can freely change CA and are emplaced in new location. Once this process is completed, setup Kalinin Front Reinforcements and place Phase marker on turn I. Russian Reserve enters on Russian turn I on any one board South edge. German Reserve Group enters on German turn II on the North edge of any one board that contains at least one unbroken Axis MMC at the moment of entry. If the Soviet never calls a "lull", game ends on turn 6 and no Reinforcements or Reserve are received by either side.
Scenario E: Glimmer of Hope
Velikiye Luki, Russia, 14 January 1943.
Board Configuration
Boards x, z, w and y, laid end to end, with north up (printed north arrow: ▲ N). Each board letter's position is as printed in the diagram.
Victory Conditions
Provided the Germans have not exited at least 6 squad-equivalents and at least two leaders off either the East OR West edge (which will result in an immediate German victory), the Russians win at game end if they control building zE4 and at least one of the following buildings: zL6, zR2, wP2.
Turn Record Chart
German sets up first. Russian moves first. Turns 1 through 9, then END. The printed turn record marks the side that moves first on each turn with the national symbol (Russian star or German cross).
Order of Battle
Elements of Infantry Division 83 [ELR: 3] set up on/between hexrows xQ and yQ:
- 9-1 leader (1)
- 8-1 leader (1)
- 8-0 leader (2)
- 7-0 leader (1)
- 4-6-7 squad (16)
- 2-2-8 (3)
- MMG 5-12 (2)
- LMG 3-8 (4)
- MTR 81* [2-60] (1)
- AA 88L (1)
- AA 37L(8) H5[9] (1)
Elements of 803rd Brandenburg Commandos [ELR: 5] enter turn 3 along the south edge of boards w/z:
- 9-2 leader (1)
- 8-0 leader (1)
- 5-4-8 elite squad (5)
- LMG 3-8 (1)
- DC 30-1 (1)
- FT 24-1 (1)
Elements of 28th Rifle Division [ELR: 3] set up outside of the German set-up area, but not within 3 hexes of a German unit:
- 9-2 leader (1)
- 8-1 leader (1)
- 8-0 leader (1)
- 7-0 leader (1)
- 5-2-7 squad (6)
- 4-4-7 squad (12)
- 2-2-8 (4)
- MMG 4-10 (1)
- LMG 2-6 (3)
- ART 76L (2)
- MTR 82* [3-78] (2)
Elements of 21st Guards Rifle Division [ELR: 3] enter per SSR 2:
- 9-1 leader (1)
- 8-0 leader (1)
- 4-5-8 elite squad (9)
- LMG 2-6 (2)
- DC 30-1 (1)
Special Rules
- Due to ammunition shortage, all German MGs malfunction on an 11 instead of 12. German MMC suffer unit substitution on any IFT attack in which they roll a 12.
- Russian reinforcements may enter on Turn 2 along either the east or west edge, OR instead may enter Turn 4 along the north edge of any one board having used half of their total MF. All units must enter the same turn and same board edge.
- On the last turns darkness falls. Use the chart below to determine effects of darkness for the duration of the turn indicated:
| Turn | Level | Effect |
|---|---|---|
| 6 | Dusk | +1 IFT/TH DRM |
| 7 | Twilight | Dusk + FFMO/Interdiction NA |
| 8-9 | Night | Twilight + all LOS > 3 hexes blocked |
Scenario F: Air Assault on Drvar
Drvar, Yugoslavia, 25 May 1944.
Board Configuration
Boards w, x, y and z, laid end to end, with north to the left (printed north arrow: ◄ N). Each board letter's position is as printed in the diagram.
Victory Conditions
The Germans win immediately if Tito (Partisan 6+1 Leader) is Eliminated; otherwise the Germans win at game's end by Controlling buildings wQ6, zD2, zL5, zR1, zBB4 and zDD4.
Turn Record Chart
Partisan sets up first. German moves first. Turns 1 through 7, then END. The printed turn record marks the side that moves first on each turn with the national flag or cross.
Order of Battle
Elements of the Yugoslav Army of National Liberation [ELR: 5] set up/enter as indicated:
Elements of Tito's Escort Battalion: on any hex of board w except wQ6
- 9-1 leader (1)
- 8-0 leader (1)
- 7-0 leader (1)
- 6-4-8 elite squad (3)
- 4-5-7 squad (7)
- 2-4-7 squad (1)
- 2-2-8 (2)
- MMG 4-12 (1)
- LMG 2-7 (2)
- MTR(a) 60* [3-45] (1)
- AA 40L(8) (1)
- MTR 76* [6-36] (1)
Headquarters Personnel: set up on board z
- 8-0 leader (1)
- 7-0 leader (1)
- 4-4-7 squad (4)
- 4-3-7 squad (5)
Officer Cadets: enter along the north edge on Turn 2
- 9-2 leader (1)
- 9-1 leader (1)
- 8-1 leader (1)
- 8-0 leader (1)
- 4-5-8 elite squad (10)
- MMG(a) 4-10 (1)
- LMG 2-7 (2)
Marshal Tito with escorting personnel: set up in hex wQ6
- 6+1 leader (1)
- 6-4-8 elite squad (1)
Elements of 3rd "Lika" Brigade, 6th Proletarian Division: enter on Turn 4 anywhere along the east/west/south map edges
- 8-1 leader (1)
- 8-0 leader (1)
- 7-0 leader (1)
- 4-5-7 squad (11)
- MMG 4-10 (1)
- LMG 2-5 (3)
Elements of SS Fallschirmjäger Bataillon 500 [ELR: 5] land on Turn 1 by glider and parachute (SSR 1) on board(s) indicated:
Glider Groups Dranfgänger, Greifer, Stürmer, Brecher and Beisser on board z
- 9-1 leader (1)
- 8-1 leader (1)
- 7-0 leader (2)
- 4-6-8 elite squad (4)
- 4-4-7 squad (4)
- LMG 3-8 (2)
- DC 30-1 (2)
Glider Group Panther on board w
- 9-1 leader (1)
- 8-1 leader (1)
- 4-6-8 elite squad (6)
- LMG 3-8 (2)
- DC 30-1 (2)
Parachute Group Rybka on boards x and y
- 9-2 leader (1)
- 9-1 leader (1)
- 8-1 leader (2)
- 8-0 leader (2)
- 5-4-8 elite squad (14)
- 2-2-8 (1)
- HMG 7-16 (1)
- MMG 5-12 (1)
- LMG 3-8 (4)
- PSK 12-4 (2)
- FT 24-1 (1)
- MTR 81* [2-60] (1)
Special Rules
- During the German Turn 1 MPh a Landing Phase takes place. Any three hexes that are at least 15 hexes apart on boards x/y are Drop Points. Five Parachute Group MMC (and any SMC/SW) are placed on each Drop Point, with a DR made for each counter: colored die indicates direction (hexside with hex co-ordinate = direction 1, next hexside clockwise = 2, etc.) and white die the number of hexes away that the unit will land. If landing in orchard, woods, building or off-map the unit must take an immediate NMC [a Gun or SW is eliminated] and be placed in the closest open ground hex (German player's choice). Place each Glider Group MMC (and any SMC/SW) in a road hex, with a maximum of one MMC per hex. Defensive First Fire is not allowed during the Landing Phase but Partisan units may use Defensive Final Fire after all units have landed.
- Increase the broken side morale of all German MMC [EXC: crews] by one.
- Captured weapon penalties do not apply to Partisans unless using a German weapon. Building wQ6 represents Tito's "cave" and has a TEM of +4.
Scenario G: Siege Without Shells
Groningen, The Netherlands, 15 April 1945.
Board Configuration
Boards z, y, w and x, laid end to end from left to right, with north to the left (printed north arrow: ◄ N).
Victory Conditions
The Canadians win at game end if they control buildings wP2, yP6 and zE4 unless the Germans have more unbroken squad counters on any single map at game end than the Canadians have on that same map.
Turn Record Chart
German sets up first. Canadian moves first. Turns 1 through 12, then END.
Order of Battle
Elements of German 15th Army [ELR: 2] set up anywhere on or north of hexrow I on board x:
- 8-1 leader (1)
- 7-0 leader (2)
- 4-4-7 squad (12)
- HMG 7-16 (1)
- LMG 3-8 (2)
Dutch SS [ELR: 3] set up anywhere on board z:
- 8-1 leader (1)
- 7-0 leader (1)
- 5-4-8 elite squad (4)
- MMG 5-12 (2)
FlaK Battery [ELR: 2] set up anywhere on boards w and/or y:
- 8-1 leader (1)
- 2-2-8 (2)
- 2-3-7 squad (1)
- LMG 3-8 (1)
- AA 88L (2)
"A" Company, Black Watch (RHR) of Canada [ELR: 4] set up on or south of hexrow O on board x:
- 9-2 leader (1)
- 8-1 leader (1)
- 4-5-7 squad (8)
- LMG 2-7 (2)
- MTR 51 [2-11] (2)
"B" Company, Black Watch (RHR) of Canada [ELR: 4] enter on any west board edge hex on Turn 5:
- 8-1 leader (1)
- 8-0 leader (2)
- 4-5-7 squad (9)
- LMG 2-7 (2)
- MTR 51 [2-11] (2)
Black Watch pioneer platoon and Divisional Engineers [ELR: 4] enter on any west board edge hex on Turn 9:
- 9-1 leader (1)
- 8-1 leader (1)
- 4-5-8 elite squad (5)
- FT 24-1 (2)
Special Rules
- Ignore all hill artwork on board w. Buildings/orchard/road still exists as depicted at Level 0.
- Due to the presence of civilians, any fire attacks originating from any full or half hex on boards w, y, or z must add a special +1 DRM. Additionally, multi-hex fire groups are not allowed on those boards.
- SSR 2 does not apply to Dutch SS units. Any fire attack originated solely by Dutch SS units does not suffer the +1 DRM. Likewise, any multi-hex firegroups may be formed only if all firing units are Dutch SS.
- Use American FT counters and characteristics to portray Canadian FTs.
Scenario H: Aidez l'Espagne!
Jarama, Spain, 23 February 1937.
Board Configuration
Boards x, y, z and w, laid end to end as shown in the printed diagram, with north up (printed north arrow: ▲ N).
Victory Conditions
The player controlling more game boards (as follows) at game end is the winner (draws are possible): Board x by the player controlling more stone buildings at game end; Board y is by the player with more unbroken squads/HS equivalents in/adjacent to stone buildings at game end; Board z by the player controlling two of buildings R1, L5 and D2 at game end; board w by the player controlling at least four of six of the following at game end (a draw is possible): S5, S6, S7, T5, T6, U6. If an equal number of boards are controlled, the player with more squads/HS equivalents in good order in building and/or road hexes of all boards wins.
Turn Record Chart
Sequential set up (SSR 1). Republican moves first. Turns 1 through 6, then END.
Order of Battle
Nationalists Mixed Forces: set up on any board within 5 hexes of the south edge, and/or in any stone buildings in board x, and/or in/adjacent any objective building on board z, and/or in/adjacent to any victory location on board w. (See also SSR 1.)
Elements of "Condor Legio" [ELR: 3]:
- 9-2 leader (2)
- 9-1 leader (1)
- 8-0 leader (2)
- 7-0 leader (1)
- 4-4-7 squad (15)
- 2-3-7 squad (5)
- 2-2-8 (3)
- MMG 5-12 (2)
- LMG 3-8 (4)
- AA 88L (3)
Raggruppamento Autonomo XXIII Marzo; Brigata "Penne nere" [ELR: 2]:
- 8-1 leader (2)
- 8-0 leader (1)
- 6+1 leader (1)
- 3-4-7 squad (10)
- 3-4-6 squad (10)
- HMG 6-12 (1)
- MMG 4-10 (2)
- LMG 2-5 (4)
Spanish Nationalists "2nd & 3rd Franchist's Group plus local militia" [ELR: 2]:
- 8-1 leader (1)
- 7-0 leader (1)
- 6+1 leader (1)
- 4-3-7 squad (10)
- 2-3-7 squad (2)
- MMG 4-11 (1)
- LMG 2-6 (2)
Republican Mixed Forces: set up within 3 hexes of the north edge (see SSR 1).
Mixed elements of the XV International Brigade, Battalions "England", "Ireland", and "Wales" [ELR: 3]:
- 9-2 leader (1)
- 9-1 leader (2)
- 8-1 leader (1)
- 8-0 leader (2)
- 7-0 leader (1)
- 4-4-7 squad (20)
- 2-4-7 squad (6)
- 2-2-8 (3)
- MMG 4-12 (3)
- LMG 2-7 (6)
- MTR 76* [6-36] (3)
Elements of XV International Brigade, Abraham Lincoln Battalion [ELR: 3]:
- 9-2 leader (1)
- 9-1 leader (1)
- 8-1 leader (1)
- 8-0 leader (3)
- 5²-4-6 squad (15)
- 2-3-6 squad (6)
- HMG 8-16 (1)
- MMG 4-10 (4)
Lister Republican "Stalinist Brigade" [ELR: 4]:
- 9-2 leader (1)
- 8-1 leader (1)
- 8-0 leader (1)
- 6+1 leader (2)
- 4-4-7 squad (20)
- HMG 6-12 (1)
- MMG 4-10 (1)
- LMG 2-6 (5)
Special Rules
- Set up is sequential with players alternating in the following order: 1st Italian forces; 2nd British forces; 3rd Spanish Nationalists; 4th American forces; 5th German forces; and last, 6th Stalinist forces. Units of no more than two allied nationalities (allied counter of two different colors) can initially set up on the same board. No Republican unit can set up <3 hexes from zL5, xDD3 or xEE4.
- The German Flak AAs must be set up on the same board and within 2 hexes of at least one other Flak Gun.
- Allied leaders incur a +1 DRM penalty when attempting rally or directing units of a different nationality (counter color); no British or American leader can attempt to direct or rally "Stalinists" and vice versa.
- After the set up is complete the Republican player chooses four stacks of the Nationalist player on one single board which is subject to an immediate Air Strike. Each infantry unit in these stacks must take a MC and if broken must begin the scenario under a DM counter.