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Squad Leader Scenarios 81-90

Expansion for Squad Leader

Squad Leader Scenarios 81-90 Rulebook

Table of Contents

Table of Contents

  • Scenario 81: A Bridge Too Near
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • Scenario 82: To Lose a Battle
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • Scenario 83: The Final Attempt
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • Scenario 84: Le Paradis
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Victory Point Schedule (WWW 84.1)
    • Special Scenario Rules
  • Scenario 85: The Far Bank
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • Scenario 86: Raid on Vaagso
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • Scenario 87: The Bruneval Raid
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • Scenario 88: The Backwater of War
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • Scenario 89: Cherkasskoye
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • Scenario 90: The Bridge at Kanev
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules

Scenario 81: A Bridge Too Near

Verdal, Central Norway, April 21, 1940.

Board Configuration

Boards 10, 8 and 5, laid north to south in that order from top to bottom, with north up (printed north arrow).

Victory Conditions

The German player wins by being the last to solely occupy with an unbroken infantry unit at least ten buildings West of hexrow I (board 10), hexrow Y (board 8), and North of the river at the end of the game. The Allied player wins by avoiding the German victory conditions.

Turn Record Chart

Norwegian sets up first; German moves first. The track is printed as boxes 1 through 10, with END printed beneath box 5 and the note "Restart on Turn 11 (1)" at the end of the track. Reproduced as printed.

Order of Battle

Remnants of the 2nd Battalion, 13th Mountain Regiment set up first anywhere north of the river on boards 8 and/or 10:

  • 6-1 leader (1)
  • 8-1 leader (1)
  • 7-0 leader (1)
  • Sniper 1-8-8, -2 (1)
  • 3-4-7 squad (8)
  • MMG 4-11 B11+ (2)
  • LMG 2-6 B11+ (2)
  • Dummy "?" counter (12)
  • Wire (1)

Section of the Royal Engineers attached to the 1/4th King's own Yorkshire Light Infantry enter Turn 5 anywhere along the north edge of board 10:

  • 6-1 leader (1)
  • 8-0 leader (2)
  • 4-4-7 squad (6)
  • MMG 4-11 B12 (1)
  • 51mm Mtr #1-8, 2PP (1)

Elements of the 1st Battalion, 130th Infantry Regiment set up second anywhere with a grid coordinate of 4 or higher (inclusive) on board 5:

  • 10-2 leader (1)
  • 9-2 leader (1)
  • 9-1 leader (1)
  • 8-1 leader (2)
  • 8-0 leader (1)
  • 8-3-8 squad (4)
  • 4-6-7 squad (14)
  • 2-4-7 squad (1)
  • MMG 4-12 B12 (2)
  • LMG 2-8 B12 (6)
  • Weapon counter 7 △ B12 (1)
  • 81mm Mtr #10-30 (1)

Special Scenario Rules

SSR 81.1: A single lane vehicular stone bridge runs through hexes 8I5, 8I6, 8I7, 8I8, and 8I9. Hex 8I4 is considered an open ground hex with a road connecting hexes 8I3 and 8I5. The hedge along hexside 8I4/8I5 does not exist.

SSR 81.2: A stone infantry bridge runs through hexes 8Y2 and 8Y4 with a gap (no bridge counter) in hex 8Y3. This bridge cannot be crossed until the German pontoon section (use ½" pontoon counter) has been placed in hex 8Y3. The pontoon section can be dragged overland by two 8-3-8 squads in a manner identical to a Grosse Flossack (same portage costs). It is placed in hex 8Y3 by two 8-3-8 squads remaining unbroken with the pontoon section in hex 8Y4 for one entire game turn without moving, firing, making smoke, or engaging in close combat (notably in a TI state). The pontoon section is then placed in hex 8Y3 at the end of the German advance phase, and thereafter pontoon bridge rules (133.8 et seq) apply to this hex.

SSR 81.3: All hills on board 8 are considered to be ground level, and cliff hexsides do not exist. All other terrain in these hexes remains unchanged.

SSR 81.4: The River is deep, running at normal level.

SSR 81.5: All buildings on all three boards are single-level and made of wooden construction, except 8N2, which is a two-level stone building.

SSR 81.6: Snow (not deep snow) rules are in effect.

SSR 81.7: Each German 8-3-8 squad may make three smoke counters during the game. These are not transferable from one unit to another and a written record should be kept of their use.

SSR 81.8: The German radio may direct on-board artillery only.

SSR 81.9: Treat British 4-4-7's as normal infantry, not as Gurkhas.

Scenario 82: To Lose a Battle

Clairfayts, France, May 16th, 1940.

Board Configuration

Boards 3 and 2, laid north to south in that order from top to bottom, with north up (printed north arrow).

Victory Conditions

The German player wins by exiting 10 squads off the west edge of the playing area within one hex of 3A5/3A6 or 2A5/2A6. AFV's with functioning main armament count as 2 squads, but at least 4 squads exited must be non-AFV. The French player wins by avoiding the German victory conditions.

The printed text reads "Frcnch" in the last sentence; it is transcribed here as "French".

Turn Record Chart

French set up first; Germans move first. The track is printed as boxes 1 through 11, followed by END. Reproduced as printed.

Order of Battle

Elements of 18th Infantry Division, 11th Corps set up anywhere on boards 2 and 3, west of hex row V inclusive:

  • 9-1 leader (1)
  • 8-1 leader (1)
  • 7-0 leader (2)
  • 4-5-7 squad (8)
  • 3-5-7 squad (4)
  • 2-3-7 squad (2)
  • HMG 6-14 B12 (1)
  • MMG 4-11 B12 (2)
  • AT gun 25LL (1)
  • AT gun 47L (1)
  • Vehicle counter 1+3+5 (1)
  • Vehicle counter 2+3+5 (2)
  • Trench (5)
  • Mines (24 mine factors)
  • Wire (7)
  • Roadblock (3)

Elements of 25th Panzer Regiment and 6th Infantry Regiment, 7th Panzer Division enter turn 1 or later on any east edge hexes:

  • CE 9-1 leader (1)
  • 9-2 leader (1)
  • 9-1 leader (1)
  • 8-1 leader (1)
  • 8-0 leader (2)
  • 8-3-8 squad (3)
  • 4-6-7 squad (12)
  • MMG 4-12 B12 (2)
  • LMG 2-8 B12 (4)
  • Weapon counter 30 △ A (2)
  • 50mm Mtr #2-13, B11+ (2)
  • Weapon counter 7 △ B12 (1)
  • Light Truck 1S/7PP (5)
  • Pak 37L gun, 16-2-3 (4)
  • Motorcycle with sidecar, P2 -1 P4(6) (4)

Special Scenario Rules

WWW 82.1: Treat all trenches as anti-tank ditches (137.7).

WWW 82.2: Trenches may not be set-up on road hexes and may not be occupied by ordinance weapons [Exception: ½" support weapons].

WWW 82.3: Mine Factors may only be placed on board 3 half or whole hexes west of hexrow V inclusive.

WWW 82.4: German off-board artillery Consists of one module of 105mm with plentiful ammunition.

WWW 82.5: The German player may delay the entry of any of his units to later turns, but may not exit any unit off the eastern map edge once entered.

Scenario 83: The Final Attempt

Cambrai, 22 May 1940.

Board Configuration

Boards 3 and 6, as placed in the printed board diagram (the printed north arrow points east).

Victory Conditions

The French win by being the last to solely occupy any two stone buildings on Board 3 and building J8 on Board 6. The Germans win by avoiding the French conditions.

Turn Record Chart

Germans set up first; French move first. The track is printed as boxes 1 through 8, followed by END.

Order of Battle

Elements of the 32nd Infantry Division set up first on any hex on boards 3 and/or 6 south or line 3L10-6V10 inclusive:

  • 9-2 leader (1)
  • 8-1 leader (2)
  • 4-6-7 squad (8)
  • 2-4-7 squad (2)
  • MMG 4-12 B12 (1)
  • LMG 2-8 B12 (4)
  • ATR #12 B11+ (2)
  • AT gun 37L (1)
  • AT gun 47 B11+ (1)

Reinforcements enter Turn 4, south edge of boards 3 or 6:

  • 2-4-7 squad (2)
  • SPW 251/2 half-track, 18-4-5, 1S/5PP (1)
  • AA gun 88L (1)

Elements of the 121st Infantry Division supported by units of the 25th Motorized Division enter on turn 1 via any hex on the north edge of boards 3 and/or 6:

  • 9-1 leader (1)
  • 8-1 leader (1)
  • 8-0 leader (2)
  • CE 8-1 leader (1)
  • 4-5-7 squad (16)
  • HMG 6-14 B12 (1)
  • MMG 4-11 B12 (1)
  • LMG 2-7 B11+ (3)
  • Mtr #2-11, 50mm, 3PP (1)
  • Mtr #2-24, 60mm, 5PP (1)
  • Tank counter T47 B75★ (3)
  • Tank counter R35 (4)

Special Scenario Rules

WWW 83.1: All buildings on board 6 are made of wooden construction.

WWW 83.2: Environmental Conditions are moderate with mild breeze blowing from west.

Scenario 84: Le Paradis

France, May 26, 1940.

Board Configuration

Boards 6 and 4, as placed in the printed board diagram (the printed north arrow points west).

Victory Conditions

The player with the most points at the end of the game is the winner.

Turn Record Chart

German sets up first; German moves first. The track is printed as boxes 1 through 10, followed by a box marked "?" with the note "Game length is variable, see special rules." (see SSR 84.2).

Order of Battle

Elements of SS Totenkopf set up south of hex row DD inclusive:

  • 9-2 leader (1)
  • 9-1 leader (1)
  • 8-1 leader (2)
  • 6-5-8 squad (10)
  • MMG 4-12 B12 (1)
  • LMG 2-8 B12 (4)
  • Weapon counter 30 △ A (2)
  • PzKw III tank, 14-1, 50 (1)
  • PzKw 38(t) tank, 16-2-3, 37L(4) (1)

Remnants of the 2nd Royal Norfolk's set up north of hex row X inclusive:

  • 9-1 leader (1)
  • 8-1 leader (1)
  • 7-0 leader (1)
  • 4-5-7 squad (9)
  • MMG 4-11 B12 (2)
  • ATR #12 B11+ (3)

Victory Point Schedule (WWW 84.1)

Printed as a table. Reproduced here:

GermanPoints
For each British squad or leader eliminated1 point
If British surrender before Game Turn 620 points
If British surrender on or after Game Turn 615 points
BritishPoints
For each multi-hex building controlled (per turn)1 point
For each German squad or leader eliminated2 points
For each German AFV eliminated6 points

The multi-hex building entry is marked with an asterisk and "Per Turn" in the printed table.

Special Scenario Rules

WWW 84.2: The game ends after 10 turns or when British units surrender. British units can be forced to surrender as follows: At the end of any phase the ranking British leader at that time must undergo a normal morale check when the fourth British Squad is eliminated. Failure of this NMC results in the immediate surrender of all British units. Every time a British squad is further eliminated this NMC must be performed at the end of any phase. There is a +1 DRM to the MC DR for each squad eliminated over four. Regardless of the number of squads lost during a phase the NMC is rolled only once. The British surrender immediately if all their officers are eliminated.

WWW 84.3: No Bore Sighting allowed.

WWW 84.4: All multi-hex buildings on Board 6 are made of stone construction.

WWW 84.5: Environmental conditions are wet with no wind at start of game.

WWW 84.6: British control all buildings until Germans solely occupy them.

Scenario 85: The Far Bank

Ulla, Russia, July 7th, 1941.

Board Configuration

Boards 4 and 7, as placed in the printed board diagram (north arrow up).

Victory Conditions

The Russian player receives one point for each German squad eliminated, and two points for each building he controls within 5 hexes of any river hex at game end. The Russian player must have 10 points or more by game end to win. The German player wins by avoiding the Russian victory conditions.

Turn Record Chart

Russian sets up first; German moves first. The track is printed as boxes 1 through 11, followed by END.

Order of Battle

Elements of a local partisan group setup anywhere north of the river:

  • 8-0 leader (1)
  • 3-3-6 squad (3)
  • LMG 2-6 B10+ (1)
  • Sniper 1-8-8, -1 (1)
  • Sniper 1-8-8, -2 (1)
  • Sniper 1-8-8, -3 (1)
  • Dummy "?" counter (11)

Remnants from Ulla Garrison, 22nd Army enter turn 5 on any north edge hexes:

  • 8-1 leader (1)
  • 8-0 leader (2)
  • 4-4-7 squad (12)
  • MMG 4-10 B11+ (1)
  • LMG 2-6 B10+ (3)

Company A, 1st Engineer School Battalion enter turn 1 on any south edge hexes:

  • 9-2 leader (1)
  • 9-1 leader (1)
  • 8-1 leader (1)
  • 8-0 leader (1)
  • Finnish 6-4-8 squad (8)
  • LMG 2-8 B12 (4)
  • Counter "8 M L", 4, 1S/3PP (8)

Battalion reinforcement elements enter turn 7 on any south edge hexes:

  • 9-1 leader (1)
  • 8-0 leader (1)
  • Finnish 6-4-8 squad (3)
  • LMG 2-8 B12 (2)
  • Weapon counter 20 △ -1, [2] (2)
  • Counter "8 M L", 4, 1S/3PP (3)

Special Scenario Rules

WWW 85.1: The Finnish 6-4-8 squads are used to represent German engineers. Treat them exactly as German engineers in all respects. Note that they may not self-rally.

WWW 85.2: All island river hexes are treated as normal river hexes. The river is at normal level, with a moderate current running east to west.

WWW 85.3: The Russians are considered to control all buildings north of the river at the start of the game.

Scenario 86: Raid on Vaagso

South Vaagso, Norway, December 27th, 1941.

Board Configuration

Boards 2 and 1 on the top row and boards 7 and 8 on the bottom row, as printed in the board diagram (north arrow up). Board 10 is named in the order of battle but is not shown in the printed diagram; it is transcribed as printed.

Victory Conditions

The Allies win by both setting fire to every building hex on board 8 south of hexrow Q and detonating a demo charge in hex 8F5. The German player wins by avoiding the Allied victory conditions.

Turn Record Chart

German sets up first; Allies move first. The track is printed as boxes 1 through 12, followed by END. A German cross symbol is printed above box 2 and an Allied roundel above box 5. Reproduced as printed.

Order of Battle

Vaagso Garrison set up first in any building hexes of board 1 and/or board 8. No squad may set up within two hexes of any other squad (other units are exempt from this restriction). The tank sets up on any non-building whole hex of board 1 south of hexrow V using Hidden Initial Placement (per SSR 86.4):

  • 9-1 leader (1)
  • 8-1 leader (2)
  • 7-0 leader (1)
  • Sniper 1-8-8, -1 (1)
  • 4-6-7 squad (10)
  • HMG 6-16 B12 (1)
  • LMG 2-8 B12 (4)
  • Dummy "?" counter (27)
  • PzKw IID tank, 16-2-3, 20L(4), -1/2 (1)

Reinforcements enter Turn 2 on any north edge hex of board 1:

  • 9-1 leader (1)
  • 8-0 leader (1)
  • 4-6-8 squad (4)
  • LMG 2-8 B12 (2)

Group 2, No. 3 Commando, with Norwegian detachment set up second on any whole or half hex of board 2 south of hexrow K:

  • 10-2 leader (1)
  • 9-2 leader (1)
  • 9-1 leader (2)
  • 8-1 leader (1)
  • 6-3-8 squad (8)
  • 4-5-8 squad (6)
  • MMG 4-11 B12 (2)
  • LMG 2-7 B11+ (5)
  • ATR #12, +1, B11+ (1)
  • Weapon counter 30 △ A (3)
  • Bottle counter marked "1" (6)
  • 76mm Mtr #3-26 (1)

Norwegian detachment:

  • 9-2 leader (1)
  • 4-5-8 squad (2)
  • LMG 2-6 B11+ (1)

Elements of Groups 1 and 4, No. 3 Commando enter Turn 5 anywhere along the north edge of board 10:

  • 9-2 leader (1)
  • 9-1 leader (1)
  • 8-0 leader (1)
  • 6-3-8 squad (4)
  • 4-5-8 squad (4)
  • HMG 6-14 B12 (1)
  • LMG 2-7 B11+ (2)
  • ATR #12, +1, B11+ (1)

Special Scenario Rules

SSR 86.1: Terrain: Vaagso lies on the banks of the Ulvesund Fjord. Treat all river, marsh, and island hexes, and all hexes east of the river, as deep water. Hedges do not exist. Treat all Orchard hexes as open ground. All buildings on boards 2, 7, and 8 are of wooden construction. Hex 1AA7 is a third-level hex. Vehicular bridge counters are placed in hexes 8H4, 8G5, and 8F5, representing a steamship wharf. Treat as a single lane vehicular stone bridge for all purposes except that rule 133.7 does not apply; any demo charge placed (not thrown) in the normal way destroys the wharf counter in the hex where it explodes. Note to VSQL players: available for this scenario are customized boards with the terrain changes already built in.

No SSR 86.2 is printed in the source; the numbering runs from 86.1 to 86.3.

SSR 86.3: Snow (not deep snow) rules are in effect.

SSR 86.4: The German player secretly records the location and facing of the tank during his set up; it is placed on the board as soon as it moves, pivots, or falls within the LOS of any Allied infantry unit. However, (due to the surprise of the Allied attack), neither the tank nor its crew may move, pivot, or fire any armament until game turn 8.

SSR 86.5: All Allied units are "Commandos" (rule 104.7, etc.) and any British (not Norwegian) squad or leader may use a demo charge.

SSR 86.6: Due to the presence of Norwegian civilian volunteers carrying ammunition (not depicted), the British 76mm Mortar is treated as a support weapon with a portage cost of 5, and rule 107.8 is cancelled. However, only the crew may operate it.

Scenario 87: The Bruneval Raid

Channel Coast, February 28th, 1942.

Board Configuration

Boards 4, 6 and 7, as placed in the printed board diagram (north arrow points west).

Victory Conditions

The British win by having more victory points than the Germans at the end of the game. Any other result is a German win.

Turn Record Chart

German sets up first; British move first. The track is printed as boxes 1 through 8, followed by END. German cross symbols are printed above boxes 4 and 5 and an Allied roundel above box 5. Reproduced as printed.

Order of Battle

German garrison forces set up or enter as indicated:

Set-up on hex 7AA5:

  • 2-4-7 squad (1)
  • HMG 6-16 B12 (1)
  • Entrenchment 5 (1)

Set-up on hex 7F2:

  • 2-4-7 squad (1)
  • HMG 6-16 B12 (1)
  • Entrenchment 5 (1)

Set-up in building at hex 6N4:

  • 2-4-8 squad (1)

Set-up in building at hex 6X5:

  • 2-4-8 squad (1)

Set-up on any land hex:

  • 8-0 leader (2)
  • 4-6-7 squad (3)
  • LMG 2-8 B12 (2)

Turn 4, south edge road hexes 4GG5 and/or 6GG5:

  • 8-1 leader (1)
  • 4-6-7 squad (2)
  • LMG 2-8 B12 (2)
  • Light Truck 24★, 1S/7PP (2)

Turn 5, south edge road hex 4GG5:

  • PzKw 222 armored car, 30-5, 20L(6), -1/2 (1)

C Company, 2nd Parachute Regiment enter on turn 1 via paratroop drop per rule (99):

  • 10-2 leader (1)
  • 9-2 leader (1)
  • 9-1 leader (1)
  • 8-1 leader (1)
  • 6-3-8 squad (12)
  • LMG 2-7 B11+ (2)
  • ATR #12, +1, B11+ (2)
  • Flt Sgt Cox, 9-2 (1)

Landing Craft enter on turn 5 from any west edge sea hex:

  • Sturmboat counter "8 M L", 4, 1S/3PP (6)

Special Scenario Rules

WWW SSR 87.1: The French leader counter represents Flt. Sgt. Cox. His personal morale level is 9 but has no leadership functions, and his -2 DRM is only used as explained below.

WWW SSR 87.2: Building 6X5 represents the Wurzburg installation. Provided there is no German unit in the hex, each unbroken British squad in the hex may during the close combat phase roll 2 dice. If the result is a 4 or less a German radio counter is created in the hex. Flt. Sgt. Cox may apply his -2 DRM to EVERY roll if he is also present in the hex. The maximum number of radios so created cannot exceed 3. They are treated as captured equipment and have no function as radios. They may be carried at normal portage costs.

WWW SSR 87.3: Terrain: All islands and the west bank on board 7 do not exist; treat as water (sea) hexes. All marsh hexes are sandy beach; treat as bog hexes. Orchard hexes do not exist; treat as clear terrain. VSQL players may use customized boards 6-87 & 7-87.

WWW SSR 87.4: The entrenchments at 7AA5 and 7F2 represent fixed coastal defense positions. The heavy MGs may never move from these hexes but may fire normally. The Entrenchment DRMs apply to fire against these positions.

WWW SSR 87.5: Night rules are in effect until turn 7, when dawn breaks and normal day rules apply.

WWW SSR 87.6: The German 2-4-8 crews count as their radar technicians and owing to their high level of training receive an "8" morale level. They are not S.S. units so rule 83 does not apply.

WWW SSR 87.7: No German unit may move on turn 1 due to the surprise factor inherent in any airborne attack.

WWW SSR 87.8: Paratroops landing in a sea hex are permanently lost.

WWW SSR 87.9: Treat weather as calm, no wind and environmental conditions are wet.

WWW SSR 87.10: Sturmboats are used to represent Landing Craft (LC). All sturmboat rules apply except as modified below:

  • a. There is no -1 DRM for IFT attacks against units on board. [The printed text reads "-l".]
  • b. The LC may carry 2 Squads and up to 10 PP's of SW.
  • c. LC are considered hull down targets vs. ordnance with an all round armor modifier of -5.
  • d. Each LC has an inherent 4 FP AAMG. Nornal CE rules apply, except they may still move if stunned. Passengers may never fire from them. [The printed word is "Nornal"; it is transcribed as printed.]
  • e. British units may embark during an advance phase whilst landing craft are in an adjacent water hex. Units may only embark from a sandy beach hex.

A stray "f." glyph in the printed text after item e. is not transcribed; it carries no rule.

WWW SSR 87.11: Victory Point Allocation.

British:

EventPoints
Each "radio" moved off west edge10 points
Each German technician unit moved off west edge5 points
Each German technician unit eliminated2 points

German:

EventPoints
Each British squad or leader not moved off west edge in landing craft2 points
Elimination of Flt. Sgt. Cox15 points
Capture of Flt. Sgt. Cox30 points

Note. Count victory points at the end of the game as if he has been captured if Flt. Sgt. Cox is left in a "broken" state on the board.

Scenario 88: The Backwater of War

Near Kesten'ga, Northern Russia, May 6th, 1942.

Board Configuration

Boards 2, 5, 4 and 3 laid end to end from left to right, as printed in the board diagram (north arrow points west).

Victory Conditions

The Russian player wins if he has 5 or more squads remaining on any hex(es) of Hill 621 at game end, or if he successfully exits 5 or more squads off the northern map edge between 3O1 and 3Y1 inclusive. The German player wins by avoiding the Russian victory conditions.

Turn Record Chart

Russian sets up first; Axis moves first. The track is printed as boxes 1 through 12, followed by END. German cross symbols are printed above boxes 1 and 2. Reproduced as printed.

Order of Battle

Elements of 8th Ski Brigade set up on any hexes of Hill 621 (any level):

  • 9-2 leader (1)
  • 9-1 leader (2)
  • 8-0 leader (1)
  • 6-2-8 squad (12)
  • MMG 4-10 B11+ (4)
  • LMG 2-6 B10+ (2)

Elements of 6th Mountain Division "Nord" enter Turn 1 on any south edge hexes:

  • 8-1 leader (1)
  • 8-0 leader (1)
  • 6-1 leader (1)
  • 6-5-8 squad (8)
  • HMG 6-16 B12 (2)
  • LMG 2-8 B12 (2)

Elements of Finnish Group "J" enter Turn 2 on any west edge hexes of board 5, 4, or 3, as per SSR 88.2:

  • Finnish 9-1 leader (1)
  • Finnish 8-0 leader (1)
  • Finnish 6-4-8 squad (6)
  • MMG 4-12 B12 (1)
  • LMG 2-8 B12 (3)

Special Scenario Rules

WWW SSR 88.1: All wheatfield hexes are considered marsh hexes for this scenario.

WWW SSR 88.2: The Axis entry board for his turn 2 reinforcements must be recorded before the Russian set-up. He may choose board 5, 4, or 3. Only one board may be chosen.

WWW SSR 88.3: There is snow present on the ground, but it is not "deep snow".

WWW SSR 88.4: The Russian units have skis (rule 114) and snow smocks (114.2). No Russian unit may start the game wearing skis.

WWW SSR 88.5: The SS units are subject to the full effects of DM (14.6). In addition, if at any time there are more than 5 SS squads eliminated all remaining SS infantry are immediately and permanently removed from the game.

WWW SSR 88.6: No bore sighting (78) is allowed.

Scenario 89: Cherkasskoye

Cherkasskoye, July 5th, 1943.

Board Configuration

Boards 2 and 3, stacked with board 2 above board 3, with north up (printed north arrow).

Victory Conditions

The German player wins by being the last to solely occupy all the multi hex stone buildings on board 3 and three of the 3rd level hexes on board 2. The Russian player wins by avoiding the German conditions.

Turn Record Chart

Russian sets up first; German moves first. The track is printed as boxes 1 through 10, followed by END. A Russian star is printed above box 1. Reproduced as printed.

Order of Battle

Elements of the 71st Guards Rifle Division set up anywhere on board 2 and/or board 3 with a hex grid coordinate of 6 or less on board 3:

  • 9-2 leader (2)
  • 9-1 leader (1)
  • 8-0 leader (1)
  • 6-2-8 squad (4)
  • 4-4-7 squad (12)
  • 2-3-7 squad (2)
  • HMG 8-20 B12 (2)
  • MMG 4-10 B11+ (2)
  • LMG 2-6 B10+ (4)
  • AT gun 57LL (2)
  • Roadblock (2)
  • Vehicle counter 2+5+7 (1)
  • Trench (6)
  • Wire (9)

Elements of 1st Guards Tank enter per SSR 89.2 below, via any north edge hex of board 2:

  • T-34/76 tank, 16-1-0, 76L (1)
  • SU-122 assault gun, 16-0, 122★ (1)

Elements of Grossdeutschland Division with support from 11th Panzer Division enter play via any south edge hex of board 3 on turn one or later:

  • 10-3 leader (1)
  • 10-2 leader (1)
  • 9-2 leader (1)
  • 9-1 leader (8)
  • 8-1 leader (2)
  • 8-3-8 squad (4)
  • 4-6-8 squad (10)
  • MMG 4-12 B12 (1)
  • LMG 2-8 B12 (6)
  • Weapon counter 30 △ A (3)
  • SPW 251/1 half-track, 18-4-5, 1S/5PP (2)
  • PzKw III/M flamethrower tank, 13-1-1, FT(24) (1)
  • PzKw V Panther tank, 15-3-0, 75LL, -2 (2)

Special Scenario Rules

WWW SSR 89.1: German 8-3-8 engineer squads may make a total of 6 smoke counters per game.

WWW SSR 89.2: At the start of each Russian prep fire phase the Russian player throws a dice. If the result is equal to or less than the current turn number the Russian may bring on his reinforcements during the following movement phase.

Scenario 90: The Bridge at Kanev

Kanev, 23rd September, 1943.

Board Configuration

Boards 8 (top) and 7 (bottom), as printed in the board diagram (north arrow points west). The printed diagram shows only these two boards, while the order of battle and SSR 90.4 and 90.7 use board 3 and hexes 3A5/6 as printed; the scenario text is transcribed as printed.

Victory Conditions

The Russian wins by capturing the bridge intact (see Scenario Special Rules). The German wins by exiting at least 4 of the half-tracks in convoy off the west edge of Board 7 and demolishing the bridge. Any other result is a draw.

Turn Record Chart

German sets up first; Russian moves first. The track is printed as boxes 1 through 8, followed by END. Circled numbers are printed above boxes 1 through 4 (2, 3, 4 and 5 respectively); these are the convoy die-roll numbers referred to in SSR 90.7.

Order of Battle

Remnants of the 253rd Grenadier Regiment, supported by elements of Panzer Jaeger 34 set up first on any whole hex of board 3, south of hexrow V inclusive:

  • 9-2 leader (1)
  • 9-1 leader (1)
  • 8-1 leader (2)
  • 4-6-7 squad (8)
  • 2-4-7 squad (1)
  • MMG 4-12 B12 (1)
  • LMG 2-8 B12 (4)
  • Gun '43a, 1 (6)
  • ATM X12 (2)
  • AT gun 75L (1)
  • StuG III assault gun, 13-1-0, 75, -1/-2 (1)

Elements of Engineer Battalion 10 set up on the following hexes:

Hex 7O3:

  • 2-4-7 squad (1)
  • AA gun 20L(6) (1)

Hex 7R1:

  • 10-2 leader (1)
  • Weapon counter 30 △ A (1)

Convoy of 57th Infantry Division enter via hexes 3A5/6 as per special rules:

  • SPW 251/1 half-track, 18-4-5, 1S/5PP (3)
  • SPW 251/2 half-track, 18-4-5, 1S/5PP (3)

Elements of the 51st Guards Tank Brigade with supporting infantry set up second on any whole hex north of hexrow Z on board 3:

  • 9-1 leader (2)
  • 8-1 leader (1)
  • 8-0 leader (1)
  • 6-2-8 squad (6)
  • 4-4-7 squad (8)
  • MMG 4-10 B11+ (1)
  • LMG 2-6 B10+ (4)
  • T-34/76 tank, 16-1-0, 76L (5)

Special Scenario Rules

WWW SSR 90.1: No bore sighting allowed.

WWW SSR 90.2: Terrain: The river is deep and running high and a two lane vehicular stone bridge extends from 7Q4 to 7Q9 inclusive. Treat all marsh and island hexes as water. No unit may enter a water hex except via a bridge hexside. All buildings on board 7 are made of wooden construction.

WWW SSR 90.3: EC are clear and dry with no wind at start.

WWW SSR 90.4: To capture the bridge the Russian player must solely occupy hex 7Q10 with at least one good order squad, and have at least three good order squads at the same time in any or all of hexes 7P2, 7Q1, 7R2 at the end of his close combat phase on any turn. The game ends immediately if this occurs. A tank counts as two squads for the purposes of this rule, providing all its guns and machine guns are functioning.

WWW SSR 90.5: The German player may demolish the bridge from Game Turn 5 onwards; (as per detonation rules 133.7-.78). The bridge has been pre-wired with a hidden demolition charge in hex 7Q5. The demolition charge represents the "plunger" and may not be moved. Only the 10-2 Leader may attempt detonation.

WWW SSR 90.6: Immediately upon the loss of the third T-34 the Russian squads (not leaders or berserkers) must take a normal morale check. This check can be leader modified in the usual fashion. Failure of this check does not break the unit, but does require it to move towards the north map edge as soon as possible in an effort to exit off the board. During this retreat these units may fire only during the DF and AF Phases, and are immune to any berserk status DR's. Once off the board they are removed from play permanently.

WWW SSR 90.7: Beginning with game turn 1 the German player rolls one die during his close combat phase to see if the convoy will appear in the next turn. A die roll the circled number within the current Game Turn on the Turn Record Track is required for the convoy to appear during the next movement phase of the next friendly player turn. The convoy may automatically appear in Turn 5 or thereafter at the discretion of the German. Upon entry the halftracks must obey all convoy rules as per rule 84. [The printed word is "convey"; it is transcribed as "convoy".]