RulesPal
Chat
Rulebook
Scenario 100's thumbnail

Scenario 100's

Expansion for Squad Leader

Scenario 100's Rulebook

Table of Contents

Table of Contents

  • Scenario 101: Blocking Action at Lipki
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • Scenario 102: Slamming of the Door
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
    • Battlefield Integrity Chart
  • Scenario 103: Bald Hill
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • Scenario 104: The Penetration of Rostov
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • Scenario 105: Night Battle at Noromaryevka
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • Scenario 106: Beachhead at Ozereyka Bay
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • Scenario 107: Disaster on the Dnieper Loop
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • Scenario 108: Block Busting in Bokruisk
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • Scenario 109: Counterattack on the Vistula
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • Scenario 110: The Agony of Doom
    • Board Configuration
    • Victory Conditions
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules

Scenario 101: Blocking Action at Lipki

Near Borisov, July 3rd 1941.

Board Configuration

Three boards side by side, with north up (printed north arrow). The printed diagram labels the two right-hand boards 5 and 2; the leftmost board is unlabelled on the card. Board 4, named in the victory conditions and entry hexes, is the leftmost board (note added by transcriber, inferred from the printed diagram).

Victory Conditions

The Russian player must exit 7 squads off the west edge of board 4 between hexes 4Q1 and 4Y1 inclusive or eliminate 10 German squads. AFVs with functioning guns count as 2 squads exited or eliminated. The German player wins by avoiding the Russian victory conditions.

Turn Record Chart

Russian moves first. Turns 1 through 8, then END. Turn 4 carries a printed "+" mark.

Order of Battle

Elements of the 1st Moscow Motorized Rifle Division enter first on hex 2Q1 or 2I1 using sequential movement costs:

  • 4-4-7 squad (8)
  • Commissar 9-1 leader (1)
  • Lieutenant 8-0 leader (1)
  • ATR 12 B11+ (2)
  • LMG 2-6 B10+ (2)
  • MMG 4-10 B11+ (1)
  • BT-7 tank, 22-3-4, 45L, -/2 (2)
  • KV II tank, 9+2+1, 152* 4/-x2 (1)
  • T-34/76A tank, 17-0, 76, 4/2 (1)
  • Heavy truck, 2S/12PP (2)

Spearhead elements of the 18th Panzer Division enter second on hex 4Q1 or 4Y1 using sequential movement costs:

  • 4-6-7 squad (4)
  • 2-4-7 squad (2)
  • Captain Wetzelberge 9-2 leader (1)
  • Sergeant Pitz 8-1 leader (1)
  • LMG 2-8 B12 (2)
  • SPW 251/1 half-track, 18-4-5, -/-/4, 1S/5PP (1)
  • SPW 251/10 half-track, 18-4-5, 37L (6) (1)
  • SPW 251/2 half-track, 18-4-5, 1S/5PP (1)
  • PzKw III tank, 14-1, 50, 4/2 (2)
  • AT gun 28LL (1)
  • Light truck, 1S/7PP (1)

Reinforcements enter per special rule 101.4 on hex 4Q1 or 4Y1 using sequential movement costs:

  • PzKw IVE tank, 14-[0]-1, 75*H5 4/2 (2)

Special Scenario Rules

SSR 101.1: All hill hexes of hills 621 and 538 are considered ground level. Note that woods hexes on these previous hill hexes still exist, although on ground level.

SSR 101.2: On the first game turn, all Russian units may use only 1/2 of their normal movement allowance.

SSR 101.3: Wheatfield hexes do not exist.

SSR 101.4: German reinforcements will enter only on a die roll of 1, 2, or 3. Die roll may be attempted only during the German Rally Phase of turn 4 and all succeeding German Rally Phases.

Scenario 102: Slamming of the Door

In the Panikovo Forest, August 17th 1941.

Board Configuration

Two boards stacked, with north up (printed north arrow). The printed diagram labels the upper board 5; the lower board carries no label on the card. Board 4, named in the German setup, is taken to be the lower board (transcriber's inference from the printed diagram, not stated on the card).

Victory Conditions

To win, the German player must eliminate twice as many Russian squads and/or crews as he loses himself and avoid the Russian victory conditions. If the Russian player eliminates 8 German squads and/or crews, regardless of his own losses, he wins. An eliminated AFV and crew counts as 2 squads eliminated. An eliminated AFV whose crew survives counts as 1 squad. Any other result is a draw.

Turn Record Chart

German sets up first; Russian moves first. Turns 1 through 6, then END. The circled number printed beneath each turn is the die roll required for German reinforcements under 102.4: turn 1 is 1, turn 2 is 2, and turns 3 through 6 are each 3.

Order of Battle

2nd Company, 1st Battalion, 409th Infantry Regiment, 122nd Division set up between rows 8 and 3 inclusive on board 4:

  • 4-6-7 squad (10)
  • Sergeant Stiles 9-1 leader (2)
  • Sergeant Pitz 8-1 leader (1)
  • MMG 4-12 B12 (1)
  • LMG 2-8 B12 (2)
  • Weapon counter 7 △ B12 (1)

Reinforcements enter per special rule 102.4 on any east or west board edge:

  • StuG III assault gun, 14-[0]-1, 75*H5 (3)
  • CE 9-1 2nd Lieutenant leader (1)

Regimental elements of XLI Corps/11th Army set up on any whole hex of board 5:

  • 4-4-7 squad (16)
  • 8-1 leader, 1st Sergeant (1)
  • Commissar 8-0 leader (2)
  • MMG 4-10 B11+ (1)
  • LMG 2-6 B10+ (2)
  • Counter bearing a "1" in a box (6); the symbol is not legible at scan resolution and is recorded here as printed.

Enter on turn 1 on hex 5Y10 using sequential movement costs (caption as printed beside the counter below):

  • T-26S tank, 12-2-3, 45L -/2x2 (5)

Special Scenario Rules

SSR 102.1: Wheatfields are considered Open Ground.

SSR 102.2: Battlefield Integrity (93) is in effect.

SSR 102.3: The German may not stack squads together in the same hex during his initial setup. This restriction does not apply to leaders or support weapons.

SSR 102.4: The German player may roll a die during each of his Rally Phases in an attempt to bring on reinforcements. The die roll required must be equal to or less than the circled number in the Turn Record Chart for that game turn.

Battlefield Integrity Chart

% Force30%40%50%60%70%80%90%
German117156195234273312351
Russian127170212254297339382

Russian losses: 4-4-7 = 14, 8-1 = 80, 8-0 = 60.

German losses: 4-6-7 = 21, 8-1 = 50, 9-1 = 65.

Scenario 103: Bald Hill

Leningrad, September 11th 1941.

Board Configuration

Four boards in a two-by-two block: boards 2 and 5 across the top row, boards 4 and 3 across the bottom row, as labelled on the card. The printed north arrow points left.

Victory Conditions

The German wins by clearing all of the level 3 hexes on board 2 of unbroken enemy units at game end. The Russian player wins by avoiding the German victory conditions.

Turn Record Chart

Russian sets up first; German moves first. Turns 1 through 8, then END.

Order of Battle

Mixed elements of the Leningrad's Workers' Militia, Fanatical Young Communists and Red Guard units set up on any whole hex of board 2 and/or 5:

  • 4-4-7 squad (10)
  • 6-2-8 squad (2)
  • 4-3-6 squad (4)
  • 2-3-7 squad (5)
  • Lieutenant 9-1 leader (1)
  • 1st Sergeant 8-1 leader (1)
  • Lieutenant 8-0 leader (1)
  • Corporal 7-0 leader (1)
  • HMG 6-12 B11+ (1)
  • MMG 4-10 B11+ (2)
  • LMG 2-6 B10+ (2)
  • ATR 12 B11+ (3)
  • Entrench (6)
  • Roadblock (2)
  • WIRE (8)
  • Bunker 2+5+7 (2)
  • Artillery 122L (2)
  • AA gun 37LL (8) (1)
  • Mortar 82, #10-30 (1)
  • AT gun 45L (1)

Combined elements of the 1st Panzer Division's 6th Panzer Company, Engineer Battalion 37, and 1st Battalion, 113th Rifle Regiment enter on turn 1 or later in whole or in part on any west edge hexes of boards 3 and/or 4:

  • 4-6-7 squad (10)
  • 8-3-8 squad (3)
  • Captain Heyman 10-2 leader (1)
  • Sergeant Kelso 9-1 leader (1)
  • Corporal Pollack 8-0 leader (1)
  • CE 9-1 2nd Lieutenant leader (1)
  • CE 8-1 1st Sergeant leader (1)
  • Sergeant Hamblen 8-1 leader (1)
  • Lieutenant Stahler 9-2 leader (1)
  • LMG 2-8 B12 (6)
  • MMG 4-12 B12 (1)
  • HMG 6-16 B12 (1)
  • Weapon counter 20 △ -1, [2] (1)
  • Weapon counter 30 △ A (3)
  • Weapon counter 7 △ B12 (1)
  • PzKw III tank, 14-1, 50, 4/2 (2)
  • PzKw IID tank, 16-2-3, 20L(4), -/2 (1)
  • PzKw IVE tank, 14-[0]-1, 75*H5, 4/2 (1)
  • SPW 251/1 half-track, 18-4-5, -/-/4, 1S/5PP (4)
  • SPW 251/2 half-track, 18-4-5, 1S/5PP (2)
  • Light truck, 24★, 1S/7PP (3)

Special Scenario Rules

SSR 103.1: Stuka rules (101) are in effect.

SSR 103.2: The two bunkers and 122L Artillery pieces represent casemented naval gun emplacements and must be placed in hexes 2N5 and 2K5. Each bunker and the artillery piece it contains has a 3 hex covered arc (2M6, 2N6, 2O6 and 2J5, 2K6, 2L5 respectively).

SSR 103.3: Units inside bunkers and entrenchments may deduct 1 from their pre-stuka attack MC (101.9).

SSR 103.4: Hex 2N6 is considered open ground.

SSR 103.5: Any German units may delay entrance any number of turns.

SSR 103.6: Special rule 14.4 from Scenario 14 is in effect and applicable to the Germans.

SSR 103.7: A bunker topped by wire or friendly units may not be entered by enemy forces from an adjacent hex during the Advance Phase.

Scenario 104: The Penetration of Rostov

Rostov, July 24th 1942.

Board Configuration

One board, with the printed north arrow pointing left. The configuration diagram on the card does not print a board number.

Victory Conditions

The German player wins by clearing all 2nd level buildings of unbroken Russian squads at game end. The Russian player wins by avoiding the German victory conditions.

Turn Record Chart

Russian sets up first; German moves first. Turns 1 through 11, then END.

Order of Battle

Elements of the Rostov NKVD garrison set up on any whole hex with a maximum of 2 squads per building (not building hex). Squads must set up in building hexes:

  • 4-4-7 squad (10)
  • Lieutenant 9-1 leader (1)
  • Lieutenant 8-1 leader (1)
  • Lieutenant 8-0 leader (1)
  • Sniper 1-8-8, -3 (1)
  • Sniper 1-8-8, -1 (1)
  • MMG 4-10 B11+ (2)
  • LMG 2-6 B10+ (4)
  • ATR 12 B11+ (2)
  • Counter bearing a "1" in a box (8); the picture on the counter is not legible at scan resolution and is recorded here as printed.
  • Mines (20 mine factors)
  • Dummy "?" counter (18)

Assault Company of the 1st Battalion, 421st Infantry Regiment, 125th Division enter turn 1 or later in whole or in part on any north edge hexes:

  • 4-6-7 squad (16)
  • 2-4-7 squad (2)
  • Captain Wetzelberge 9-2 leader (1)
  • Sergeant Stiles 9-1 leader (2)
  • Sergeant Pitz 8-1 leader (1)
  • HMG 6-16 B12 (1)
  • LMG 2-8 B12 (4)
  • Infantry gun 75* (1)
  • Artillery 105 H6 (1)
  • Light truck, 24★, 1S/7PP (2)

Tank support from the 13th Panzer Division enters per 104.3 on any north edge hex:

  • PzKw IVE tank, 14-[0]-1, 75*H5 4/2 (1)

Special Scenario Rules

SSR 104.1: The Russian mine factors are actually booby traps. They must be placed in quantities of four factors per hex only in building hexes.

SSR 104.2: No sewer movement is allowed.

SSR 104.3: The German tank may enter only on a die roll of "1". The German player may roll for his armor reinforcement at the start of each German Rally Phase.

SSR 104.4: All Russian squads have a morale rating of 8.

SSR 104.5: Russians are prohibited from setting fires (102.2).

SSR 104.6: Russians may not boresight hex row GG.

Scenario 105: Night Battle at Noromaryevka

At the village of Noromaryerka, January 1st 1943.

Board Configuration

Three boards stacked north to south, with north up (printed north arrow). The printed diagram labels the middle board 3 and the bottom board 5. The top board carries no label on the card; it is taken to be board 4, which the Russian entry names (transcriber's inference from the printed diagram, not stated on the card).

Victory Conditions

The Russian player wins by being the last side to have solely occupied with an unbroken unit all of the stone buildings on board 3 at game end. The German player wins by avoiding the Russian victory conditions.

Turn Record Chart

German sets up first; Russian moves first. Turns 1 through 8, then END.

Order of Battle

Elements of the 2nd Battalion, 11th Panzer Regiment, 6th Panzer Division set up on any whole hex of board 3 with a minimum of 4 AFVs placed on or adjacent to the road which circles the village. The two unmanned decoys must be among the AFVs placed on or adjacent to the road:

  • 4-6-7 squad (8)
  • Sergeant Kelso 9-1 leader (1)
  • Sergeant Hamblen 8-1 leader (2)
  • LMG 2-8 B12 (3)
  • Counter with a thin rocket-like symbol and the numeral 3 in a box (4)
  • CE 9-1 2nd Lieutenant leader (1)
  • PzKw IVF2 tank, 13, +1, -1, 75, 4/2 (2)
  • PzKw IVF2 tank, 14, 0, -1, 75, 4/2 (4)

Elements of the XXV Tank Corps enter on turn 1 on any hex(es) on north edge of board 4:

  • 6-2-8 squad (5)
  • 4-4-7 squad (12)
  • Commissar 9-1 leader (1)
  • Lieutenant 8-0 leader (2)
  • Mortar 50, #2-10 (2)
  • LMG 2-6 B10+ (3)
  • T-34/76A tank, 17, 0, 76, 4/2 (4)
  • T-34/76B tank, 17, +1, 0, 76L, 4/2 (2)

Special Scenario Rules

SSR 105.1: Night rules (49) are in effect.

SSR 105.2: All units may start or enter the game concealed.

SSR 105.3: Two of the six German AFVs are considered unmanned. These decoys may not move or fire, although they do provide cover. During the initial setup the German player secretly records which of his AFVs are decoys. Unmanned decoys are used only to confuse the Russian player; they cannot be manned by either side.

SSR 105.4: Panzerfaust model availability is determined by 85.6.

Scenario 106: Beachhead at Ozereyka Bay

In the Ozereyka Valley, February 4th 1943.

Board Configuration

Four boards in a two-by-two block, with north to the right (printed north arrow). As labelled on the card, boards 4 and 3 are across the top row and boards 5 and 2 across the bottom row.

Victory Conditions

The Russian player wins by eliminating (or capturing and keeping) both artillery pieces and exiting 5 squads off the west edge of board 3 between hexes 3Q1 and 3Y1 inclusive. If only one condition is met the game is a draw. If neither condition is met, the German wins.

Turn Record Chart

German sets up first; German moves first. Turns 1 through 11, then END.

Order of Battle

Elements of the 3rd Troop, Army Coastal Artillery Battalion 789 set up on any whole hex of board 3 and/or 2 north of row E inclusive:

  • 4-6-7 squad (5)
  • Sergeant Kelso 9-1 leader (1)
  • Sergeant Hamblen 8-1 leader (1)
  • Corporal Uhl 8-0 leader (1)
  • LMG 2-8 B12 (2)
  • Weapon counter 7 △ B12 (1)
  • Dummy "?" counter (6)

Set up on any Hill 621 hex on board 2:

  • 2-4-7 squad (2)
  • Artillery 105 H6 (2)

Elements of 5th Company, 38th Rumanian Infantry Regiment set up on any whole hex north of rows W and K inclusive on boards 5 and 4 respectively:

  • 3-4-7 squad (8)
  • Sergeant 8-0 leader (2)
  • Captain 7-0 leader (1)
  • MMG 4-10 B11+ (2)
  • LMG 2-7 B11+ (2)
  • Entrench (3)

Advance Landing Force elements set up south of rows V and L inclusive on boards 5 and 4 respectively:

  • 4-4-7 squad (16)
  • 6-2-8 squad (4)
  • 2-3-7 squad (1)
  • Commissar 9-1 leader (2)
  • Commissar 8-0 leader (2)
  • HMG 6-12 B11+ (1)
  • MMG 4-10 B11+ (2)
  • LMG 2-6 B10+ (4)
  • Mortar 50, #2-10 (2)
  • Mortar 82, #10-30 (1)

Special Scenario Rules

SSR 106.1: All buildings are considered single story and of wooden construction.

SSR 106.2: All hexes of Hill 547 are considered flat open ground.

SSR 106.3: All hexes of Hill 534 are considered flat wooded ground.

SSR 106.4: The German radio may be used for on-board indirect fire only. There is no off-board artillery available.

SSR 106.5: No bore sighting is allowed by either side.

SSR 106.6: The two German artillery pieces must be placed within 3 hexes (inclusive) of one another.

Scenario 107: Disaster on the Dnieper Loop

Dnieper River, September 24th 1943.

Board Configuration

Four boards side by side, left to right, with north up (printed north arrow). The printed diagram labels them 2, 4, 3 and 5 from left to right.

Victory Conditions

The German player wins by clearing 3Q2, 3Q3, 3R2, 2T2, 2U3, 2U2 and all adjacent hexes of unbroken Russian squads by the end of the last German player turn. The Russian wins by avoiding the German victory conditions.

Turn Record Chart

Russian sets up first; German moves first. Turns 1 through 8, then END. Turn 9 is printed with a red diagonal across the box, because the Russian player has no turn 9 (see SSR 107.4).

Order of Battle

Partisan elements set up on any woods hex(es) on board 5:

  • 3-3-6 squad (8)
  • 8-1 leader (1)
  • LMG 2-6 B10+ (2)
  • ATR 12 B11+ (1)
  • Counter with a figure and the numeral 1 in a box (4); the picture is not legible at scan resolution and is recorded here as printed.

Elements of the 5th Guards Parachute Brigade enter via airdrop rules (99) and Special Rules 107.2 and 107.5:

Drop Group #1, enter turn 1:

  • 6-2-8 squad (6)
  • 4-4-7 squad (2)
  • Commissar 9-1 leader (1)
  • Lieutenant 8-1 leader (1)
  • ATR 12 B11+ (2)
  • LMG 2-6 B10+ (2)

Drop Group A, enter per 107.5:

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

Drop Group B, enter per 107.5:

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

Drop Group C, enter per 107.5:

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

Elements of Armored Troop Carrier Battalion, 73rd Panzer Grenadier Regiment, 19th Panzer Division enter turn 1 on hex 3A5 or 2GG6:

  • 4-6-7 squad (7)
  • 9-1 leader (1)
  • 8-1 leader (2)
  • LMG 2-8 B12 (5)
  • SPW 251/16 half-track, 18-4-5, FT(24) x11+ (1)
  • SPW 251/1 half-track, 18-4-5, -/-/4, 1S/5PP (3)
  • SPW 251/2 half-track, 18-4-5, 1S/5PP (2)
  • SPW 251/10 half-track, 18-4-5, 37L(6) (1)
  • Lkw truck, 15, 20L(4) (1)
  • Light truck, 24★, 1S/7PP (2)
  • PSW 222 armored car, 30-5, 20L(6), -/2 (1)

Special Scenario Rules

SSR 107.1: Night rules (49) are in effect.

SSR 107.2: All Russian drop hexes (two per group) must be secretly recorded before play starts. A special +1 DRM is applied to the drop point board determination (99.22) die roll. No place may have a drop hex plotted within 5 hexes of any other, even if in separate drop groups.

SSR 107.3: All hexes of hills 534 and 547 are considered "marsh" (75). The building in hex 3I10 does not exist.

SSR 107.4: Note that the Russian player does not have a turn 9 player turn.

SSR 107.5: Prepare a special deck of playing cards consisting of four each aces, deuces, threes, fours, fives and sixes. Secretly draw one card for each of groups 2, 3 and 4 before starting play. The number drawn indicates turn of entry for the drop group.

SSR 107.6: Note that the crew must be CE to operate the flamethrower of the Flamm halftrack.

Scenario 108: Block Busting in Bokruisk

Bokruisk, June 29th 1944.

Board Configuration

Two boards side by side, labelled 3 and 1 on the card, with north to the right (printed north arrow). The configuration diagram shades the two boards in red; the playable area is set by SSR 108.1.

Victory Conditions

The Russian player wins if he has undisputed control or last sole occupation of all five multi-level buildings on the designated portion of board 1. Any other result is a German victory.

Turn Record Chart

German sets up first; Russian moves first. Turns 1 through 8, then END.

Order of Battle

Elements of 9th Army/XXXV Corps, garrisoning Bokruisk, set up on any whole hexes on board 1 as noted below:

Group A, south of row 1 inclusive:

  • 4-6-7 squad (5)
  • 2-4-7 squad (1)
  • Sniper 1-8-8, -2 (1)
  • MMG 4-12 B12 (1)
  • LMG 2-8 B12 (2)
  • Gun '44a, 3 (6)
  • AT gun 76L (1)

Group B, north of row 1 exclusive:

  • 4-6-7 squad (6)
  • 2-4-7 squad (3)
  • HMG 6-16 B12 (1)
  • MMG 4-12 B12 (1)
  • LMG 2-8 B12 (2)
  • Weapon counter 8, [4], X9+ (2)
  • ATM X12 (3)
  • AT gun 50L (1)

Group C, anywhere on board 1:

  • Lieutenant 9-2 leader (1)
  • Sergeant 9-1 leader (1)
  • Sergeant 8-1 leader (1)
  • Corporal 8-0 leader (1)
  • Dummy "?" counter (12)
  • StuG assault gun, 13, [0], -1, 75L, 4/-/4 (1)
  • PSW 234/4 armored car, 33, -1, -3, 75L (1)
  • WIRE (3)

Elements of the First Belorussian Front set up on any whole hex of board 3:

  • 6-2-8 squad (3)
  • 4-4-7 squad (8)
  • Major 9-2 leader (1)
  • Lieutenant 9-1 leader (1)
  • Commissar 8-0 leader (1)
  • HMG 6-12 B11+ (1)
  • LMG 2-6 B10+ (2)
  • Weapon counter 20 △ -1, [2] (1)
  • ATM X10+ (2)
  • 2-3-7 squad (1)
  • Infantry gun 76* H6 (1)
  • ZIS light truck, 23★, 1S/7PP (1)
  • JSU-152 tank, 12, +3, +2, 152, -/-/6 (1)
  • SU-85 tank, 18, +1, 0, 85L (2)

Enter turn 1 on any south edge hex of board 3:

  • 6-2-8 squad (2)
  • 4-4-7 squad (6)
  • 8-1 leader (1)
  • MMG 4-10 B11+ (2)
  • JS-1 tank, 13, +2, 85L, 2/2/6, +2 (2)
  • JAG heavy truck, 17★, 2S/12PP (3)

Special Scenario Rules

SSR 108.1: Only the hexes south of row 0 inclusive on board 1 are playable.

SSR 108.2: The Russian 6-2-8 squads are considered engineers for all purposes but may "lay" a total of only 3 smoke counters per game as a combined total.

SSR 108.3: AFVs may not set up in buildings or wood hexes.

Scenario 109: Counterattack on the Vistula

Near Wola Chodkowska, Poland, August 6th 1944.

Board Configuration

Two boards stacked, with north up (printed north arrow). The card labels the upper board 5; the lower board carries no label on the card and is taken to be board 4, which the Russian setup names (transcriber's inference from the printed diagram, not stated on the card).

Victory Conditions

The German player wins by being the last to occupy building 4P6 and both bridge hexes 5Y8 and 5Z9 without losing 8 squads. AFVs destroyed with crew count as two squads lost; without crew they equal a one squad loss. The Russian wins by avoiding the German victory conditions.

Turn Record Chart

Russian sets up first; German moves first. Turns 1 through 9, then END. A red star is printed above turn 4.

Order of Battle

Elements of the 220th Rifle Regiment, 79th Division set up anywhere on boards 4 and/or 5 east of row N inclusive:

  • 6-2-8 squad (4)
  • 4-4-7 squad (7)
  • Lieutenant 9-1 leader (1)
  • 1st Sergeant 8-1 leader (1)
  • Lieutenant 8-0 leader (1)
  • Counter with a thin rocket-like symbol and the numeral 3 in a box (4)
  • ATM X10+ (4)
  • HMG 6-12 B11+ (1)
  • ATR 12 B11+ (2)
  • 2-3-7 squad (1)
  • AT gun 57LL ② (1)
  • Entrench (2)

Enter turn 4 or later on any east edge hex north of 5GG6 or north edge east of 5Y1 inclusive:

  • JS II tank, 13, +2, 122L, 2/2/6 (3)

Elements of the Hermann Goering Division enter on turn 1 on any west edge hex(es) of boards 4 and/or 5:

  • 4-6-8 squad (8)
  • Lieutenant 9-2 leader (1)
  • Sergeant 9-1 leader (1)
  • Corporal 7-0 leader (1)
  • LMG 2-8 B12 (5)
  • Gun '44a, 3 (4)
  • Weapon counter 8, [4], X9+ (1)
  • Light truck, 24★, 1S/7PP (3)
  • Sd.Kfz. 7 half-track, 21★, 1S/7PP (2)
  • SPW 251/1 half-track, 18-4-5, -/-/4, 1S/5PP (2)
  • PzKw VIB tank, +1, 88LL, 4/2/4 (2)

Special Scenario Rules

SSR 109.1: Use rule 90 (Captured Equipment) and 85.6 for the panzerfausts issued to the Russian player.

SSR 109.2: Russian tanks may use only 1/2 of their MPs during their turn of entry.

SSR 109.3: Entrenchments may not be initially placed or constructed later on a gully hex.

SSR 109.4: The woods in hexes 5W9, 5X8, and 5Z8 are considered Open Ground.

SSR 109.5: Building 4P6 is a stone building.

SSR 109.6: ATRs may not immobilize a King Tiger.

Scenario 110: The Agony of Doom

Muncheberg, Germany, April 19th 1945.

Board Configuration

Two boards stacked, with north up (printed north arrow). The upper board is labelled 5 and the lower board is labelled 3, as printed on the card.

Victory Conditions

The Russian player wins by being the last side to solely occupy with unbroken units all of the multi-hex buildings on board 3. The German wins by avoiding the Russian victory conditions.

Turn Record Chart

German sets up first; Russian moves first. Turns 1 through 9, then END. Turns 1 and 2 carry the printed German cross symbol.

Order of Battle

Remnant elements of the 56th Panzer Corps set up on any whole hex of board 3 west of row Z inclusive:

  • 4-6-7 squad (4)
  • 4-3-6 squad (7)
  • Sergeant 8-1 leader (1)
  • 8-0 leader (1)
  • 7-0 leader (1)
  • LMG 2-8 B12 (2)
  • Gun '44a, 3 (6)
  • 2-4-7 squad (1)
  • AT gun 75L (1)
  • PzKw VIE tank, 13, +1, 88L, 4/2 (1)

Enter turn 1 on any board 3 edge hex from 3P10 to 3S10 inclusive:

  • 4-6-7 squad (3)
  • Lieutenant 9-2 leader (1)
  • LMG 2-8 B12 (2)
  • ATM X12 (2)
  • Weapon counter 8, [4], X9+ (1)
  • Light truck, 24★, 1S/7PP (2)
  • SPW 251/1 half-track, 18-4-5, -/-/4, 1S/5PP (1)

Enter turn 2 on any board 3 edge hex from 3A5 to 3K10 inclusive:

  • JagdPanzer V tank, 15, +3, -1, 88LL, 4/- (1)
  • JagdPanzer VI tank, +1, 128L, 4/- (1)

Elements of the 242nd Regiment, 82nd Rifle Division enter turn 1 on any east edge hex(es) of boards 3 and/or 5:

  • 4-4-7 squad (9)
  • 6-2-8 squad (4)
  • Lieutenant 9-1 leader (2)
  • Lieutenant 8-0 leader (1)
  • LMG 2-6 B10+ (3)
  • MMG 4-10 B11+ (2)
  • ATM X10+ (4)
  • JAG heavy truck, 17★, 2S/12PP (2)
  • JSU-152 tank, 12, +3, +2, 152, -/-/6 (1)
  • SU-122 tank, 16, 0, 122* (2)
  • T-34/85 tank, 16, +1, [0], 85L, 4/2 (2)

Special Scenario Rules

SSR 110.1: All hexes of Hill 547 are considered ground level woods.

SSR 110.2: All hexes of Hill 534 are considered ground level.

SSR 110.3: Only ordnance weapons may boresight.