G.I. Anvil of Victory: Scenarios 91-100
G.I. Anvil of Victory: Scenarios 91-100 Rulebook
Table of Contents
Table of Contents
- Scenario 91: Assault at Wadelincourt
- Scenario 92: Patton's End Run
- Scenario 93: Cassino Station
- Scenario 94: Hill 112
- Scenario 95: The Attempt to Exploit
- Scenario 96: Scratch Force
- Scenario 97: The Breaking Wave
- Scenario 98: Night Assault
- Scenario 99: Cooperative Venture
- Scenario 100: A Day at the Races
Scenario 91: Assault at Wadelincourt
Wadelincourt, Belgium, May 13, 1940.
Board Configuration
Boards 6, 7 and 2, arranged as shown in the printed diagram (board 6 at the top, board 7 in the middle, board 2 at the bottom), with the printed north arrow.
Victory Conditions
The German player wins by capturing (being the last to exclusively occupy) three of the four French bunkers. The French player wins by avoiding the German victory conditions.
Turn Record Chart
French sets up first; German moves first. The track runs 1 through 10 with END printed beneath box 4, followed by "Restart on Turn 11 (1)." Reproduced as printed.
Order of Battle
Elements 55th Infantry Division [ELR 3] set up anywhere on board 2. Bunkers must set up on board 2 east of hexrow 5 inclusive:
- 8-1 leader (1)
- 8-0 leader (1)
- 7-0 leader (1)
- 3-5-7 squad (9)
- 2-3-7 squad (1)
- MMG 4-11 B12 (2)
- LMG 2-7 B11+ (4)
- 7 △ B12 weapon (1)
- 47L AT gun (1)
- 1+3+5 bunker (1)
- 2+3+5 bunker (3)
- Trench (1)
Elements 2nd Panzer Division [ELR 4] enter Turn 1 or later (at the German player's option) on any east edge hexes of board six:
- 9-2 leader (1)
- 9-1 leader (2)
- 8-1 leader (2)
- 8-3-8 AE squad (6)
- 4-6-7 squad (6)
- 2-3-7 squad (1)
- MMG 4-12 B12 (2)
- LMG 2-8 B12 (6)
- 20 △ -1 2 weapon (1)
- 30 △ A weapon (4)
- Mtr #10-30 81 (1)
- Lt Truck (1)
- PzKwIVC (1)
- Gr-Flossack (1)
- K-Flossack (8)
Special Scenario Rules
SSR 91.1 The river is deep, running high with a moderate current flowing north. There are no island hexes; consider all such hexes open river instead.
SSR 91.2 The weather is clear; EC are moist and there is no wind.
SSR 91.3 French OBA consists of one module of 70mm. Mtr/SW's may enter/start the scenario either disassembled or assembled at the owner's option (142.8-.84).
SSR 91.4 Only German assault engineer (8-3-8) squads may make smoke.
SSR 91.5 French units in bunkers are not concealed, but the German player may not inspect the contents of any bunker until some unit from that particular bunker fires.
SSR 91.6 All buildings on board 6 are considered single-story and of wooden construction.
SSR 91.7 OPTIONAL: ELR and Heat of Battle (HoB) is in effect for both sides. ELR rules (141.51-.54) are used but with one exception: any MMC which fails its ELR is not replaced by an inexperienced unit but is instead reduced to the next lower quality unit. [Ex: a German 468 is reduced to a 467 > 447 > 436, a British 458 is reduced to a 457 > 447 > 436, a French 458 is reduced to a 457 > 357 > 136. EXC: Specialized units of all nationalities are reduced to their Inexperienced Infantry (94) unit type as per their nationality and rules pertaining to them (i.e. German Volksgrenadiers, Russian Conscripts, British Home Guard, U.S. Green units, etc).] HoB is occasionally the reverse of ELR but also has some additional effects which can occur and are shown in the following table:
Heat of Battle (follows any Original MC or Rally (not Self-Rally) DR of 2)
| DR | Result | DRM's |
|---|---|---|
| ≤6 | Hero Creation (159.) | Elite . . . . . . . . . . . . . . . . . . . . . . . . . -1 |
| 5-8 | Battle Hardening ◊ * | Broken, Inexperienced (each) . . . . . +1 |
| 9-11 | Berserk † | Note: A unit can become Battle Hardened and generate a Hero at the same time. |
| 12 | Surrender † * |
◊ A unit's quality level is increased. An elite unit becomes Fanatic. * Treat as Berserk if unit is already Fanatic. † Treat as Battle Hardening if in a Bunker/Fortified Building (161.).
Scenario 92: Patton's End Run
Brolo, Sicily, August 11, 1943.
Board Configuration
Boards 14, 9 and 4 across the top row and boards 5, 2 and 3 across the bottom row, as shown in the printed diagram, with the printed north arrow.
Victory Conditions
To win, the German player must exit seventeen squads (or their equivalent) of the Reinforcement Group off the east edge by game end. A tank with a functioning main armament counts as two squads exited. An armored halftrack and a tank without a functioning main armament counts only as one squad exited. The U.S. player wins by avoiding the German victory conditions.
Turn Record Chart
German sets up first; U.S. moves first. The track runs 1 through 10 with END at the end of the track. Reproduced as printed.
Order of Battle
Elements 29th Panzergrenadier Div. [ELR 3] set up on any ground level hex of board 3 using Hidden Initial Placement (42) (PzkwIVF1 sets up concealed): *
- 8-1 leader (1)
- 7-0 leader (1)
- 4-4-7 squad (9)
- 2-3-7 squad (3)
- MMG 4-12 B12 (2)
- 20L(4) AA gun (2)
- PzKwIVC (1)
Reinforcement Group: Elements 29th Panzergrenadier Regiment [ELR 3] enter turn 3 or later (at German player's option) on any west edge hexes:
- 10-2 leader (1)
- 9-1 leader (2)
- 8-1 leader (2)
- 8-0 leader (2)
- 4-6-7 squad (20)
- HMG 6-16 B12 (2)
- MMG 4-12 B12 (2)
- LMG 2-8 B12 (10)
- 7 △ B12 weapon (1)
- '42b [1] weapon (2)
- '43a [1] weapon (4)
- PzKwIIIM (1)
- PzKwIVF2 (2)
- SPW251/1 (5)
- SdKfz11 (1)
- SdKfz7t (4)
- Hvy Truck (3)
- Lt Truck (5)
- Kubelwagen (1)
Colonel Bernard's 2nd Battalion, 30th Regiment, 3rd Infantry Division reinforced by engineers and AFVs [ELR: 3] enter Turn 1 on any north edge hexes of board 6:
- 9-2 leader (1)
- 9-1 leader (1)
- 8-1 leader (1)
- 8-0 leader (2)
- 7-0 leader (1)
- 7^3-4-7 squad (3)
- 6^3-6-6 squad (16)
- 2-3-6 squad (6)
- HMG .50 cal 8-20 B12 (2)
- MMG 4-12 B12 (4)
- 9 △ B12 weapon (2)
- 30 △ A weapon (2)
- 42b 6 1PP [4] X10+ weapon (4)
- MTR 2 ROF 5 PP 60*[3-45] mortar (2)
- 81mm Mtr #3-38 (2)
- 105 14-3-4 gun (4)
Special Scenario Rules
92.1 Terrain: Place Overlay F normally on board 14. All buildings higher than level one are treated as level one. [VSQL Note: A special customized board 14 for this scenario is available for download on the WGA/SQLA website.]
92.2 Roll one die for each individual hill hex entered by a vehicle. On a roll of 1, 2, or 3 the vehicle is permanently immobilized in that hex.
92.3 Roll one die for each wall crossed or gully hex entered by a vehicle. On a roll of 1 or 2 the vehicle is permanently immobilized in the gully hex or the hex before the wall. No passage by other vehicles changes this roll.
92.4 Bore sighting (78) is not allowed.
92.5 All non-bazooka U.S. weapons break down on a DR of 11+ and repair only on a DR of 1.
92.6 The Germans have one 105mm OBA module with plentiful ammunition.
92.7 The U.S. have two modules of 155mm OBA available, however, due to the extreme range to land based guns and radio problems with their naval support, all U.S. radios have a contact number of 6 and maintain contact only with a DR ≤ 8.
92.8 The U.S. 7-4-7 squads are engineers but lack smoke-making capabilities.
92.9 German PzkwIVFl may not move or fire until German player turn 3.
92.10 One German reinforcement squad may enter as half-squads.
92.11 Infantry may not ride any fully-tracked AFV.
92.12 If played as a three-player game, the German onboard player always moves before any German reinforcement ground troops move, and may not communicate with the Reinforcement Group commander.
92.13 OPTIONAL: see SSR 91.7 for ELR and HoB rules. Note: U.S. 7-4-7 squads are reduced to 536 squads.
Scenario 93: Cassino Station
Cassino, Italy, February 17, 1944.
Board Configuration
Boards 13 (top) and 12 (bottom), as shown in the printed diagram, with the printed north arrow.
Victory Conditions
The Allied player wins by being the last to solely occupy with an unbroken MMC hilltop 498, building 12R6, and any other six stone building hexes on board 12. Different levels of a stone building hex do not count as separate hexes, but must be clear of unbroken German units. The German player wins by avoiding the Allied victory conditions.
Turn Record Chart
German sets up first; Allies move first. The track runs 1 through 10 with END at the end of the track. Reproduced as printed.
Order of Battle
Elements 3rd Btn, 361st Panzergrenadier Regiment [ELR 4] set up anywhere on board 12. Mines may be placed anywhere on board 12 and/or any non-stream, non-marsh hex of board 13 west of hexrow 5 inclusive:
- 9-1 leader (1)
- 8-1 leader (2)
- 4^1 6-7 squad (10)
- MMG 4-12 B12 (2)
- LMG 2-8 B12 (4)
- 2+3+5 bunker (1)
- WIRE (9)
- Entrench 5 (3)
A and B Company's, 28th/5th New Zealand Brigade [ELR 4] enter Turn 1 on any east edge hexes of board 13 between A10 and K10 inclusive:
- 9-2 leader (1)
- 9-1 leader (2)
- 8-1 leader (1)
- 8-0 leader (2)
- 4^2 5-8 squad (16)
- HMG 6-14 B12 (1)
- MMG 4-11 B12 (1)
- LMG 2-7 B11+ (4)
- 4/43 6 1PP [3] X10+ weapon (4)
- 30 △ A weapon (2)
Special Scenario Rules
93.1: Terrain: Place overlay B on board 12 so that CC1 covers 12K8 and BB1 covers 12L7. [VSQL Note: A special customized board for this scenario is available for download on the WGA/SQLA website.]
93.2: Night rules (49) are in effect.
93.3: Environmental conditions are wet; there is no wind.
93.4: Ground level hexes of building 12R6 are fortified (161), the Marketplace rule (155.5) is still in effect.
93.5: Any New Zealand unit may use a demo charge without penalty.
93.6: New Zealand units may enter the board concealed (117.1).
93.7 OPTIONAL: see SSR 91.7 for ELR and HoB rules.
Scenario 94: Hill 112
Caen, France, June 27, 1944.
Board Configuration
Boards 6 (top), 4 (middle) and 14 (bottom), as shown in the printed diagram, with the printed north arrow.
Victory Conditions
To win, the British player must occupy any level 2 hill hexes with at least five squads (or their equivalent in half squads) at the game's end. The units must be unbroken but may be engaged in melee. AFVs do not count. The German player wins by avoiding the British victory conditions.
Turn Record Chart
German sets up first; British move first. The track runs 1 through 10 with END at the end of the track. Reproduced as printed.
Order of Battle
Elements 25th and 26th SS Panzergrenadier Regiments, 12th SS Panzer Division [ELR 4] set up anywhere east of row Z inclusive or any or all boards:
- 9-1 leader (1)
- 8-1 leader (2)
- 6^2 5-8 squad (10)
- HMG 6-16 B12 (1)
- MMG 4-12 B12 (2)
- LMG 2-8 B12 (6)
- '44a [3] weapon (8)
- 8-4 X9+ weapon (2)
- 1-8-8 weapon counter, -4 (1)
- 1-8-8 weapon counter, -3 (1)
- 1-8-8 weapon counter, -2 (1)
- AT 75L (1)
- Rct 150★ (1)
- Roadblock (2)
Elements 501st SS Heavy Tank Battalion enter Turn 1 on any east edge hexes:
- PzKwVIE (2)
Elements 227th Bde., 15th (Scottish) Div., supported by elements of 29th and 31st Tank Bde., 11th Armored Div. [ELR 4] enter Turn 1 or later (at the British player's option) on any west edge hexes:
- 10-2 leader (1)
- 9-2 leader (1)
- 9-1 leader (1)
- 8-1 leader (2)
- 8-0 leader (2)
- 4^2 5-7 squad (20)
- MMG 4-11 B12 (2)
- LMG 2-7 B11+ (7)
- 4/43 6 1PP [3] X10+ weapon (6)
- A22-Croc (1)
- A22-AVRE (1)
- A22-IV (2)
- Firefly-VC (2)
- M5 (5)
Special Scenario Rules
94.1 Terrain: Place Overlay 'E' normally on Board 6, Overlay 'H' normally on board 4, and Overlay 'F' normally on board 14. [VSQL Note: This scenario has special customized boards for 4, 6, and 14 are available for download on the WGA/SQLA website.]
94.2 EC are moist; there is no wind.
94.3 Bore-sighting (78) is not allowed.
94.4 British player has one module of 150mm OBA with plentiful ammunition.
94.5 Treat all wall and hedge hexsides as hedgerows (173).
94.6 OPTIONAL: See SSR 91.7 for ELR and HoB rules.
Scenario 95: The Attempt to Exploit
Marigny, France, July 26, 1944.
Board Configuration
Boards 5 (top) and 14 (bottom), as shown in the printed diagram, with the printed north arrow.
Victory Conditions
To win, the U.S. player must exit 5 tanks with functioning main armament off the south edge or eliminate 4 German squads (or its equivalent). The German tank counts as two squads eliminated if it is either destroyed or if it lacks a functioning MA at game's end. For each turn prior to turn 5 that the Typhoon arrives, increase the number of tanks the U.S. player must exit/number of squads he must eliminate for victory by one (e.g. Typhoon arrives turn 3—he must exit 7 tanks or eliminate 6 squads). The U.S. player always wins if he exits all seven tanks. The German player wins by avoiding the U.S. victory conditions.
Balance
(U.S. player) Add one additional M4A3 tank to the U.S. OB.
(German player) German AFV counts as one squad lost if destroyed or lacks functioning MA.
Turn Record Chart
German sets up first; U.S. moves first. The track runs 1 through 5 with END at the end of the track. Reproduced as printed.
Order of Battle
Mixed elements of 353rd Division and 2nd 55 Panzer Division [ELR 3] set up anywhere south of row Y inclusive:
- 9-1 leader (1)
- 8-0 leader (1)
- 4^1 6-7 squad (3)
- 4-4-7 squad (3)
- MMG 4-12 B12 (1)
- LMG 2-8 B12 (2)
- '44a [3] weapon (5)
- 8 4 X9+ weapon (1)
- PzKwIVH (1)
- Roadblock (2)
Elements Combat Command B of 3rd Armored Division enter Turn 1 on any north edge hexes:
- M4A3 (6)
- M3A3 (1)
Special Scenario Rules
95.1 TERRAIN: Place overlay 'F' normally on board 14. All hedges are hedgerows. [VSQL Note: A special customized board 14 for this scenario is available for download on the WGA/SQLA website.]
95.1.1 All woods are impassable to vehicles, however, VBM is allowed in woods hexes.
95.1.2 Roadblocks represent felled trees and may only be placed in forest-road hexes.
95.2 All M4 Shermans are equipped with hedgerow cutters.
95.3 The U.S. player may receive random fighter-bomber support consisting of a single Typhoon. The U.S. player must roll each turn and may not withhold such air support if it arrives in order to alter his victory conditions.
95.4 The German tank crew is SS (morale 9).
95.5 OPTIONAL: See SSR 91.7 for ELR and HoB rules.
Scenario 96: Scratch Force
Briey, France, September 7, 1944.
Board Configuration
Two columns of three boards, as shown in the printed diagram with north up: boards 13, 14 and 4 down the left column, and boards 3, 5 and 12 down the right column.
Victory Conditions
To win, the U.S. player must exit 4 trucks off the north edge of boards 13 or 3. The German player wins by avoiding the U.S. victory conditions.
Turn Record Chart
Simultaneous set up (see SSR 96.7); U.S. moves first. The track runs 1 through 10 with END at the end of the track. Reproduced as printed.
Order of Battle
Elements 106th Panzer Brigade [ELR 3] set up anywhere on boards 13 and 3:
- 9-1 leader (1)
- 8-1 leader (1)
- 8-0 leader (2)
- 4^1 6-7 squad (13)
- HMG 6-16 B12 (2)
- LMG 2-8 B12 (4)
- '44a [3] weapon (4)
- 8 4 X9+ weapon (1)
- STGIIIG (2)
Elements 90th Division [ELR:3] set up anywhere on boards 4 and 12:
- 8-1 leader (2)
- 8-0 leader (2)
- 7-0 leader (1)
- 6^3-6-6 squad (8)
- 5^2-5-6 squad (8)
- MMG 4-12 B12 (5)
- '44a 6 1PP [4] X11+ weapon (5)
- M4A3-Crab (1)
- T1E3 (1)
- M4A3E2 (1)
- M21(ht) (1)
- M15-GMC(ht) (1)
- Truck (2.5t) (5)
Convoy enter Turn 2 (or later if the U.S. player desires) as per SSR 96.6 on any one outer edge of boards 4 or 12.
Special Scenario Rules
96.1: Because of heavy rains and local field conditions all vehicles may move only on roads. Normal road movement is allowed, but any vehicle that moves off-road, due to shock or by choice, is permanently bogged in the first hex entered.
96.2: EC are 'mud', however 102.81 is not in effect. There is no wind.
96.3: Stream is deep.
96.4: No entrenchments may be dug by either side.
96.5: All vehicles must set up on roads. Vehicles may pass a single vehicle/wreck on a road at a cost of 2MP+COT without bogging down. They may not pass manned enemy vehicles, nor a hex that contains two vehicles/wrecks.
96.6: Despite there being only five U.S. trucks in all, they must move as a Convoy (84).
96.7: Both sides set up simultaneously. This may be done by placing box covers between the two forces or by having one player write down his dispositions, allow the other player to place his forces, then laying out the first player's units.
96.8 OPTIONAL: ELR (and HoB rules) applies to both sides (see SSR 91.7).
Scenario 97: The Breaking Wave
Dom Butgenbach, Belgium, December 19, 1944.
Board Configuration
Boards 4 (top) and 2 (bottom), as shown in the printed diagram, with the printed north arrow.
Victory Conditions
To win, the German player must solely occupy five level three hill hexes on board 2 at the game's end. The U.S. player wins by avoiding the Germany victory conditions. [Printed as "Germany" in the source.]
Turn Record Chart
Simultaneous Set Up (see SSR 96.7); German moves first. The track runs 1 through 10 with END at the end of the track. Reproduced as printed.
Order of Battle
2nd Btn., 26th Reg. [ELR: 3] set up anywhere on board 2:
- 9-1 leader (1)
- 8-1 leader (2)
- 8-0 leader (2)
- 6^3-6-7 squad (7)
- 6^3-6-6 squad (9)
- 2-3-6 squad (2)
- HMG .50 cal 8-20 B12 (1)
- MMG 4-12 B12 (2)
- 44a 6 1PP [4] X11+ weapon (4)
- MTR 2 ROF 5 PP 60*[3-45] mortar (1)
- 9 △ B12 weapon (1)
- AT 57L (1)
- Entrench 5 (3)
Elements 741st Tank Btn and 634th Tank Destroyer Btn. [ELR: 3] enter Turn 1 on any west edge hexes:
- M4A3(75)w (2)
- M10 (2)
Elements 25th SS Panzer Grenadier Regiment [ELR: 4] set up on board 4 anywhere east of row 5 inclusive:
- 10-2 leader (1)
- 9-1 leader (2)
- 8-1 leader (1)
- 8-0 leader (1)
- 6^2 5-8 squad (15)
- HMG 6-16 B12 (1)
- MMG 4-12 B12 (2)
- LMG 2-8 B12 (9)
- '44a [3] weapon (6)
Elements 12th SS Panzer Regiment enter Turn 1 on any east edge hexes having expended 7 MP's offboard:
- PzKwVIB (1)
- PzKwVG (2)
Special Scenario Rules
97.1: TERRAIN: Place overlay A so that M6 covers 4M7 and L5 covers 4L6. Place overlay G so that E3 covers 4R7 and F3 covers 4Q7. Place overlay F so that K8 covers 4X8 and J7 covers 4W8. [VSQL Note: This scenario has special customized boards for 4, 6, and 14 and are available for download on the WGA/SQLA website.]
97.2: WEATHER: EC are 'Wet' with no wind.
97.2.1: Due to the soft ground conditions the cost of all off-road vehicular movement is increased by 1 MP per hex (or hexside for VBM).
97.3: The U.S. player has one module of 105mm OBA with plentiful ammunition.
97.4: German AFV's have SS crews (morale 9).
97.5: Both sides set up simultaneously. This may be done by placing boxcovers between the two forces or by having one player write down his dispositions, allow the other player to set up, then laying out the first player's forces.
97.6 OPTIONAL: ELR (and HoB rules) applies to both sides (see SSR 91.7).
Scenario 98: Night Assault
Kirchhellen, Germany, March 26, 1945.
Board Configuration
Board 14 alone, as shown in the printed diagram, with the printed north arrow.
Victory Conditions
To win, the U.S. player must destroy both AA guns (see Special Rules). The German player wins by avoiding the U.S. victory conditions.
Turn Record Chart
German sets up first; U.S. moves first. The track runs 1 through 8 with END at the end of the track. Reproduced as printed.
Order of Battle
Elements 180th Division supporting Luftwaffe flak gunners [ELR: 3] set up anywhere east of row CC inclusive. One AA gun and its crews must set up on each Flak Tower at level two:
- 8-0 leader (1)
- 7-0 leader (1)
- 4-4-7 squad (2)
- 4-3-6 squad (2)
- 2-3-7 squad (4)
- LMG 2-8 B12 (2)
- 128L Art B11+ (1)
- 88LL AA B11+ (2)
Elements 120th Infantry Regiment [ELR: 4] enter Turn 1 on any west edge hexes:
- 8-1 leader (1)
- 8-0 leader (1)
- 7-0 leader (1)
- 6^3-6-6 squad (11)
- HMG .50 cal 8-20 B12 (1)
- MMG 4-12 B12 (1)
- MTR 2 ROF 5 PP 60*[3-45] mortar (1)
Special Scenario Rules
98.1 Bore-sighting (78) is not allowed.
98.2 Treat the 128L Art as AA with a 360 degree mount. Its Breakdown number is still 11+. This gun requires two crew, as does the 88LL AA.
98.3 Flak Towers are represented by Trenches† in hexes O7 and F5. These Flak Towers have all the protective advantages of normal trenches but are at level two. These trenches have a one squad, one SMC, and 3PP capacity beyond their AA gun and crews. Movement up and down is considered as stairwells but there is always a 0 DRM to all incoming Infantry fire and To Hit numbers in the stairwells. Stairwells have a one squad, one SMC, and 3PP capacity, and units may rout up and down stairwells as if in cover.
98.4 The AA guns may fire at ground level targets, but their LOF is limited as per 161.4.
98.5 Night rules (49) are in effect. (To discover why a night assault was deemed necessary, players are encouraged to try this same scenario as a day scenario).
98.6 The AA guns may be destroyed as per 143.6. The Flak Towers are indestructible.
98.7 OPTIONAL: ELR (and HoB rules) applies to both sides (see SSR 91.7).
† VSQL Note: In place of Trench counters players may opt to use 360° Pillboxes from the DTO Italian expansion module (VSQL4-Italians.vmdx) to represent the concrete flak towers.
Scenario 99: Cooperative Venture
Dorsten, Germany, March 28, 1945.
Board Configuration
Board 9 alone, as shown in the printed diagram, with the printed north arrow.
Victory Conditions
To win, the Allied player must be the sole occupant (no unbroken German units) of building J8 at the game's end. The German player wins by avoiding the Allied victory conditions.
Turn Record Chart
German sets up first; Allies move first. The track runs 1 through 7 with END at the end of the track. Reproduced as printed.
Order of Battle
Elements 116th Panzer Division set up anywhere east of row Z inclusive:
- 8-1 leader (1)
- 8-0 leader (1)
- 4^1 6-7 squad (3)
- 2-3-8 squad (2)
- MMG 4-12 B12 (1)
- '44a [3] weapon (2)
- 8 4 X9+ weapon (1)
- AT 75L (1)
- Jagdpanzer 75L (1)
Elements U.S. 513th Parachute Infantry Regiment [ELR: 4] and British 6th Guards Armored Brigade enter Turn 1 on any west edge hexes:
- 9-2 leader (1)
- 8-1 leader (1)
- 1-4-9 squad (1)
- 7^3-4-7 squad (5)
- 45a WP6 1PP [5] X11+ weapon (2)
- 75mm AFV, 8-3-2, X11+, 4/2 (5) [the printed name on this counter is not legible in the source scan]
Special Scenario Rules
99.1 Overlay E is placed normally. [VSQL Note: This scenario has special customized boards for 4, 6, and 14 are available for download on the WGA/SQLA website.]
99.2 British AFV crews are Guards (morale 8).
97.6 OPTIONAL: ELR (and HoB rules) applies to both sides (see SSR 91.7). [Numbered 97.6 in the source; it is the optional rule for this scenario.]
Scenario 100: A Day at the Races
Dom Butgenbach, Belgium, December 19, 1944.
Board Configuration
Boards 15 (left) and 2 (right), side by side, as shown in the printed diagram, with the printed north arrow.
Victory Conditions
To win, the U.S. player must exit seven squads off the west edge of board 15. Armored cars and the M16GMC with functioning main armament count as two squads, other half tracks count as one. The German wins by avoiding the U.S. victory conditions.
Turn Record Chart
German sets up first; U.S. moves first. The track runs 1 through 7 with END at the end of the track. Reproduced as printed.
Order of Battle
Mixed units of Army Group G set up using Hidden Initial Placement (42) on any whole hex of either board, west of row L inclusive on board 2, no more than six counters (including roadblocks) on either board. (The 9-1 Leader and 3-4-8 HS (only) are SS units.):
- 9-1 leader (1)
- 8-0 leader (1)
- 4^1 6-7 squad (1)
- 4-3-6 squad (1)
- 2-4-7 squad (1)
- 3-4-8 HS (1)
- MMG 4-12 B12 (1)
- LMG 2-8 B12 (1)
- '44a [3] weapon (1)
- 8 4 X9+ weapon (1)
- Roadblock (2)
Motorized troops of U.S. 3rd Infantry Division [ELR: 3] enter Turn 1 on any east edge hexes:
- 8-1 leader (1)
- 8-0 leader (1)
- 1-4-9 squad (1)
- Scout 6 (3)
- 6^3-6-6 squad (1)
- 3-3-6 squad (2)
- 45a WP6 1PP [5] X11+ weapon (1)
- M8 37LL (3)
- M16GMC(ht) (1)
- M3(ht) (1)
- Jeep 1C or 5PP (1)
- Jeep 1C or 5PP (2)
Special Scenario Rules
100.1 Bore-sighting (78) is not allowed.
100.2 No scouts may be generated (116.2) by either side.
100.3 All non-SS German units are subject to surrender (153) once their location is revealed.
100.4 OPTIONAL: ELR (and HoB rules) applies to both sides (see SSR 91.7).