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Scenario 300

Expansion for Squad Leader

Scenario 300 Rulebook

Table of Contents

Table of Contents

  • Scenario 300: Trial By Combat
  • Scenario 301: The Clearing
  • Scenario 302: Stand Fast
  • Scenario 303: Thrust and Parry
  • Scenario 304: Riposte
  • Scenario 305: The Duel
  • Scenario 306: The Rag Tag Circus
  • Scenario 307: Point D'Appui
  • Scenario 308: Han-Sur-Neid
  • Scenario 309: The Roer Bridgehead

Scenario 300: Trial By Combat

Elsdorf, Germany, February 27, 1945: In an attempt to give American armor a fighting chance against heavy German tanks, the Army Ordnance Department developed the T26 Medium tank, better known as the Pershing. Carrying a 90mm gun and heavy frontal armor, the Pershing was rushed into combat service. The first combat between Tiger and Pershing occurred as Americans approached Elsdorf.

Board Configuration: Boards 8 and 4. Add Overlay. See 300.3.

Victory Conditions: To win, the US player must solely occupy six of the seven buildings on the east river bank of board 8, rows B through O inclusive. The German player wins by avoiding US Victory Conditions.

Turn Record Chart: Set up simultaneously. U.S. moves first. Game length: 9 turns, then END.

Forces:

  • Elements 9th Panzer Division set up east of river on boards 8 and 4, north of row Q (counters as printed on the card; the red figure beneath a counter is its quantity, and a counter with no red figure is a single counter):
    • 10-2
    • 8-0 (3)
    • 4²-6-8 (8)
    • MMG 4-12 B12
    • LMG 2-8 B12 (5)
    • 44a [3] (5)
    • 8 [4] X9 (2)
    • 88L 13 (-1) 4/2
    • 75L 13 (-1) 4/2/4 (2)
  • CCB of 3rd Armored Division with elements of 13th Infantry Regiment [ELR:3] set up east of river on boards 8 and 4, south of row Y (same convention):
    • 9-2
    • 8-1
    • 8-0
    • 7-0
    • 6³-6-6 (12)
    • MMG 4-12 B12 (3)
    • 45a 6 WP6 [5] 1PP X11 (4)
    • 9 (△) B12
    • 90L 12 (4) 1
    • 76L 15 (2) (-1)
    • 75 14 (2) -1 (3)

Special Rules:

  • 300.1 Both players set up simultaneously. This may be done by placing a box cover between the two forces.
  • 300.2 The US has one 80mm mortar OBA module.
  • 300.3 Place Overlay F normally on Board 4.
  • 300.4 The M26 has an elite crew. The M26 has no gyrostabilizer. All other US tanks have normal crews who must roll normally for gyrostabilizer training.
  • 300.5 Treat half orchard hexes as full orchard.

Aftermath: The very first combat between Tiger and Pershing actually occurred the night before the attack began. The Americans lost the Pershing "Fireball" to a Tiger concealed in the dark. (The Tiger that ambushed "Fireball" was immobilized on rubble as it tried to back away from its prey.) The following day the GIs were able to rush into Elsdorf and capture it in half a day. Pershing #40, accompanying Co. E of the 33rd Armored Reg. CCB, destroyed two MkIVH's and a Tiger I in the assault. The trial was considered so successful that Ordnance "heisted" a 90mm gun tube from an M36 tank destroyer to permit "Fireball" to return to service on March 7th.

Scenario 301: The Clearing

Huertgen Forest, Germany, October 10, 1944: Day after day of seemingly endless forest. Constant shelling had turned most of the trees to shattered hulks. Advances were truly measured in yards as each step forward increased the threat of yet another sniper or hidden Spandau. Then, near the road from Richelskaul to Raffelsbrand, the GIs saw treeless sky. Without any command given, the US forces surged forward to take the high ground.

Board Configuration: Only Rows A-P inclusive are playable (board 2).

Victory Conditions: To win, the US player must have an unbroken squad and leader together on any one of hexes M5, N5, O5 or P5 at game's end. They may not be locked in melee. The German player wins by avoiding US Victory Conditions.

Turn Record Chart: Set up simultaneously. U.S. moves first. Game length: 6 turns, then END.

Forces:

  • Elements 983rd Infantry Regiment set up on any first level or higher hill hex of Hill 621. No mines or wire are allowed on third level hexes (counters as printed; the red figure beneath a counter is its quantity):
    • 9-1
    • 8-1
    • 8-0
    • 8³-3-8
    • 4¹-6-7
    • 4-4-7
    • 2-3-7 (2)
    • MMG 4-12 B12
    • LMG 2-8 B12 (2)
    • Mines (6)
    • AT 50L (2)
    • Wire (4)
    • Entrench (2)
    • 1+3+5 (landing/boat counter)
  • Elements 60th Infantry Regiment [ELR:3] set up on any whole hex in row B (same convention):
    • 9-2
    • 8-1
    • 7-0
    • 7³-4-7
    • 6³-6-6 (4)
    • MMG 4-12 B12 (2)
    • 30 mortar counter (2)
    • 44a 6 1PP [4] X11+ (2)

Special Rules:

  • 301.1 The German may boresight his ATG and MMG.
  • 301.2 The 7-4-7 and 8-3-8 are Engineers but lack any special smoke-making abilities.

Aftermath: The drive up the lightly wooded hill gathered spontaneous momentum. The Germans fought bravely until they could see that the Americans were firmly ensconced on the heights. Then, with the GIs looking down on them, the Wehrmacht conscripts surrendered en masse. Although the forest lay as a great gray-green carpet all around them, the US troops were able to pause and regroup in this small clearing.

Scenario 302: Stand Fast

Hamlet outside Obergeich, Germany, December 10, 1944: As the Americans advanced across the plains of Germany, the badly outnumbered Germans could not hope to hold a continuous line. Rather than expose themselves, the Wehrmacht troops turned each town or clump of buildings into a small strongpoint. Early attempts by the Americans to bypass these outposts caused supply troops, trying to follow the lead units, undue casualties. Therefore, after regrouping their forces, headquarters decided to change tactics and attack key points before advancing through the open plain.

Board Configuration: Board 3. Add Overlays. See 302.4.

Victory Conditions: To win, the US player must kill, capture, or currently have broken all German MMC's at game's end OR have destroyed all the German supply points (see SSR 302.2). The German player wins by avoiding US Victory Conditions.

Turn Record Chart: German sets up first. U.S. moves first. Game length: 6 turns, then END.

Forces:

  • Elements of 3rd Parachute Division set up hidden within the village proper (inside area encircled by road at N4, S2, U3, and Q8) (counters as printed; the red figure beneath a counter is its quantity):
    • 9-1 (2)
    • 8³-3-8 (2)
    • LMG 2-8 B12 (4)
  • Engineers of 9th Infantry Division [ELR:4] enter on any one board edge (same convention):
    • 9-2
    • 8-1
    • 7³-4-7 (5)
    • MMG 4-12 B12
    • 30 mortar counter (2)

Special Rules:

  • 302.1 No boresighting is allowed.
  • 302.2 Prior to the onset of play, the German designates two ground level building hexes within his setup area as supply points. The US player is informed that a particular building hex is a supply point as soon as he enters it with any unbroken unit. At the end of one game turn of US squad occupation, unbroken and not in melee, the supplies are destroyed. If the building is burned, this also destroys the supplies.
  • 302.3 Germans may not move broken or unbroken units more than two hexes, inclusive, outside of their setup area due to Stand Fast orders. This equals one hex beyond the road.
  • 302.4 Overlay A is placed normally. Overlay N is placed so that V2 is on N1 and V3 is on N2. Overlay G is placed so that E3 is on I3 and F3 is on H3. Overlay F is placed so that M6 is on W4 and L5 is on V4. Overlay C is placed so that J3 is on EE5 and J4 is on DD4. All level one hills that end abruptly on hexsides are played as normal level one hills with moderately steep hillsides (these hillsides require no special rules). LOS may be traced along such a hexside between two ground level hexes.
  • 302.5 7-4-7s are Engineers but lack any special smoke-making ability.
  • 302.6 A two scout limit per side exists for this scenario.
  • 302.7 The environment is wet.

Aftermath: The Germans were doubly trapped. Surrounded by a sea of Americans and under the most strict standfast orders, their freedom of action was sharply limited. An early morning attack by US troops cornered the German paratroopers, who gave themselves up after they had lost their supplies. The Americans were then able to attack out from this hamlet in relative safety and repeat the process as they advanced.

Scenario 303: Thrust and Parry

Pfaffenheck, Germany, March 15, 1945: Between the Moselle and Rhine rivers, the US Army ground forward on a broad front. The Germans struggled desperately to hold open escape routes to the Rhine. After unsuccessful attempts to slow the American advance, General Hoehne launched two simultaneous counterattacks. The first, by newly arrived SS troops, was to hold open the entrance to the forest road leading to the Rhine.

Board Configuration: Board 3. Add Overlays. See 303.4.

Victory Conditions: To win, the US player must have a squad within six hexes and with a LOS to any one of hexes Q2 or Q3 or R2 at game's end. The German player wins by avoiding US Victory Conditions.

Turn Record Chart: Simultaneous setup. Germans move first. Game length: 7 turns, then END.

Forces:

  • Elements of 6th SS Mountain Division set up anywhere east of hexrow L inclusive (counters as printed; the red figure beneath a counter is its quantity):
    • 9-2
    • 9-1
    • 8-1
    • 6³-5-8 (9)
    • LMG 2-8 B12 (8)
    • 44a [3] (4)
    • 75LL tank counter (printed 15 and 0; the card's legend is small)
  • Elements 357th Regiment of 90th Division [ELR:4] set up anywhere west of row R inclusive with no more than three MMC's per hexrow (same convention):
    • 9-1 (2)
    • 8-0
    • 7-0
    • 6³-6-6 (13)
    • 2-3-6
    • HMG 8-20 B12 (2)
    • MMG 4-12 B12 (3)
    • 9 (△) B12
    • Mortar 60 counter (label partly illegible on the scan)
    • 45a 6 WP6 [5] 1PP X11 (4)
    • AT 57L

Special Rules:

  • 303.1 Smoke doesn't block LOS for Victory Conditions.
  • 303.2 US has one 80mm mortar OBA module.
  • 303.3 German tank crew is SS and the tank has 2 FP AAMG.
  • 303.4 Overlays: Overlay G: D6 is on F5 and E3 is on C3. Place Overlay A normally. Overlay E: O3 is on K2 and N3 is on L2. Overlay F: M6 is on W4 and L5 is on V4. Overlay C: J3 is on AA1 and F5 is on AA5. All level one hills that end abruptly on hexsides are played as normal level one hills with moderately steep hillsides (these hillsides require no special rules). LOS may be traced along such a hexside between two ground level hexes.
  • 303.5 US ATG may set up hidden even if, after German setup is revealed, its position would have been in German LOS.

Aftermath: The SS attack, supported by a single tank, quickly cracked the unprepared Americans' resistance. The road to the Rhine stayed open till the SS troopers were outflanked and forced to fall back.

Scenario 304: Riposte

Near Pfaffenheck, Germany, March 15, 1945: At the same time that the SS mountain troopers were striking one flank of the US 357th Regiment, the Wehrmacht's 159th Division struck the other. Every effort was to be made to prevent the Americans from establishing an artillery OP in the large farm building near the river. This would insure the safe retreat of remaining German troops to the Rhine.

Board Configuration: Boards 7 and 4.

Victory Conditions: The US player wins by being the last to solely occupy both hexes 4O6 and 4P6. The German player wins by avoiding US Victory Conditions.

Turn Record Chart: Simultaneous setup. Germans move first. Game length: 7 turns, then END.

Forces:

  • Elements of 159th Division set up anywhere east of T inclusive on board 4 (counters as printed; the red figure beneath a counter is its quantity):
    • 9-1
    • 8-0 (2)
    • 4¹-6-7 (6)
    • 4-4-7 (6)
    • MMG 4-12 B12
    • LMG 2-8 B12 (4)
    • 75L 13 (-1) (-1) 4/2/4 (2)
  • Elements of 375th Infantry Regiment of 90th Division [ELR:4] set up anywhere south of the river and west of row K inclusive on Board 4, and row W inclusive on Board 7. In addition, U.S. may place five or less counters in building hexes 4O6 and 4P6 (same convention):
    • 9-1
    • 8-0 (2)
    • 7-0
    • 6³-6-6 (12)
    • 2-3-6
    • 9 (△) B12
    • Mtr 60 counter (small print partly illegible on the scan)
    • HMG 8-20 B12
    • MMG 4-12 B12 (2)
    • 45a 6 WP6 [5] 1PP X11 (4)
    • AT 57L

Special Rules:

  • 304.1 US has one 80mm mortar OBA module.
  • 304.2 River is deep and a strong current flows from west to east.
  • 304.3 All wheatfields are treated as Brush hexes (154).
  • 304.4 The US ATG may set up hidden even if, after the German setup is revealed, it would have been in German LOS.

Aftermath: The Germans were able to throw the lead American units out of the farmhouse they had just occupied. However, aided by artillery and with bazooka fire keeping the German tanks at a distance, the GIs were able to retake that farmhouse. Using this as a jumping-off point, the division snaked forward.

Scenario 305: The Duel

In and around Pfaffenheck, Germany, March 15, 1945: German General Hoehne, LXXXIX Corps commander, had to buy time. Every day the way was clear allowed additional isolated units to filter back towards the Rhine. At a time of frightful manpower shortages, he decided to commit two of his remaining combat effective units to press the Americans back just far enough to ensure another few days for his "lost" troops to wend their way back.

Board Configuration: Setup Boards for Scenarios 303 and 304 (boards 7 and 4). Add Overlays. See 303.4 (board 3).

Victory Conditions: To win, the US player must win both scenarios, this would be considered a grand tactical victory. The German player wins a marginal victory by winning one scenario. The German player wins a tactical victory by winning both scenarios.

Turn Record Chart: Simultaneous setup. Germans move first. Game length: 7 turns, then END.

Forces:

  • Elements of 6th SS Mountain Division set up anywhere east of hexrow L inclusive (counters as printed; the red figure beneath a counter is its quantity):
    • 9-2
    • 9-1
    • 8-1
    • 6³-5-8 (9)
    • LMG 2-8 B12 (8)
    • 44a [3] (4)
    • 75LL tank counter (printed 15 and 0; the card's legend is small)
  • Elements of 159th Division set up anywhere east of T inclusive on board 4 (same convention):
    • 9-1
    • 8-0 (2)
    • 4¹-6-7 (6)
    • 4-4-7 (6)
    • MMG 4-12 B12
    • LMG 2-8 B12 (4)
    • 75L 13 (-1) (-1) 4/2/4 (2)
  • US forces (the US setup locations are as per Scenarios 303 and 304). The US forces are taken, prior to setup of either scenario, and divided into three units. The first unit must set up and play Scenario 303. The second unit must set up and play Scenario 304. The third unit is the reserve unit, and portions of it may be called into play in either or both scenarios after a one turn delay. (Thus, if called in on US Player Rally Phase Turn 2, it arrives US Movement Phase Turn 3.) The US player may decide on the turn of entry what forces will come on and where they will enter. The division of US forces is done secretly. The setup of all German and US forces is done simultaneously. Counters (red figure is the quantity):
    • 9-1 (2)

Special Rules:

  • 305.1 The US player has one 80mm mortar OBA module with normal ammunition for each radio.
  • 305.2 Reinforcement groups arriving may be as few or as many counters as the player desires but must contain at least one leader, and must enter on the west edge.
  • 305.3 Once onboard, units may not move offboard.
  • 305.4 Play two turns of Scenario 303. Then play two turns of Scenario 304. Alternate play, one player turn at a time thereafter until scenarios are finished.
  • 305.5 All reinforcements need not be called into play.
  • 305.6 A radio is not required to call for reserves.

Aftermath: The Germans simply were not strong enough to contain the American advance. Twenty-four hours after the German counterattack had begun, the Wehrmacht units were again falling back, fighting as they retreated, towards the Rhine.

Scenario 306: The Rag Tag Circus

Barby on the Elbe, Germany, April 12, 1945: GIs of the 83rd Infantry Division took particular pride in their use of captured German vehicles. So extensive was their "used car lot" appearance that the news correspondents nicknamed this unit the "Rag Tag Circus". The Americans had a chance to prove the value of their assorted Wehrmacht hardware as they assaulted the German troops defending Barby.

Board Configuration: Boards 8 and 6. Add Overlays. See 306.2.

Victory Conditions: To win the US player must kill, capture, or currently have broken at game's end all German full squads on board 8 west of the river. The German player wins by avoiding US Victory Conditions.

Turn Record Chart: Germans set up first. U.S. moves first. Game length: 6 turns, then END.

Forces:

  • Elements of the Scharnhorst Division set up on any whole hex on boards 6 and 8 east of hexrow 9, board 6 inclusive up to the west bank of the river (counters as printed; the red figure beneath a counter is its quantity):
    • 10-2
    • 8-0 (2)
    • 8³-3-8
    • 4¹-6-7 (2)
    • 4-4-7 (2)
    • 4-3-6 (2)
    • MMG 4-12 B12
    • LMG 2-8 B12
    • 20 (△) -1 [2] gun counter
    • 30 mortar counter
    • 44a [3] (3)
    • AT 75L (2 shown on counter)
  • Elements of the 83rd Infantry Division [ELR:4] enter on any west edge hex or hexes (same convention; an asterisk marks a captured vehicle, per the card's note):
    • 9-1
    • 8-1
    • 7-0
    • 6³-6-6 (6)
    • 5²-5-6 (2)
    • 2-3-6 (2)
    • 45a 6 WP6 [5] 1PP X11 (2)
    • MMG 4-12 B12 (2)
    • 41 (★) 1C or 5 PP vehicle (captured)
    • 24 (★) 2S/10PP vehicle (captured)
    • 13 (0) (-1) 75L 4/-/4 vehicle (captured)

Special Rules:

  • 306.1 All buildings are wooden. All multi-hex buildings are level one.
  • 306.2 Overlay E place normally on board 6.
  • 306.3 The river is deep and without current.
  • 306.4 The German 8-3-8 is an engineer and must set up in the same hex as the 10-2 leader. It has only normal smoke-making abilities.
  • 306.5 All captured weapons are subject to full captured weapon penalties. All captured vehicles must roll every turn they move or pivot. On a dice roll of 12 they undergo full speed breakdown. This roll is in addition to any full or excessive speed rolls they must take.
  • 306.6 There is no German crew for the ATG.
  • 306.7 Captured German AFV crews have a morale of 6.

Aftermath: The GIs of the 83rd preferred the nickname "83rd Armored Division". Using their captured AFVs to lead each attack, despite the perverse tendencies of the infrequently maintained monsters, the Americans quickly cleared the west bank. This enabled the US troops to plan an amphibious assault across the Elbe on April 13th, still hoping to dash into Berlin.

Scenario 307: Point D'Appui

Outside Bardenberg, Germany, October 9, 1944: As the majority of the 119th Infantry Regiment advanced into North Wuerselen, they left behind a reduced company, commanded by Captain R. Simmons, to protect their line of communication. Captain Simmons deployed the bulk of his troops around a roadblock outside of Bardenberg. There seemed little chance of significant action. Suddenly, as the light began to fail, armed German halftracks struck at the small American force.

Board Configuration: Boards 9 and 3. Add Overlays. See 307.3. Only Rows A-X inclusive on both boards are playable.

Victory Conditions: To win, the German player must destroy the roadblock. The US player wins by avoiding German Victory Conditions.

Turn Record Chart: U.S. sets up first. German moves first. Game length: 6 turns, then END.

Forces:

  • Elements of the 108th Panzer Brigade enter any east edge hex or hexes (counters as printed; the red figure beneath a counter is its quantity):
    • 8-1 (2)
    • 4¹-6-7 (4)
    • LMG 2-8 B12 (2)
    • 37L (6) vehicle, printed 18 (-4) (-5)
    • 20L (6) (-/2) vehicle, printed 20 (-4) (-5)
    • 1S/5PP vehicle, printed 18 (-4) (-5) (4)
  • Elements of the 119th Infantry Regiment [ELR:3] set up on any whole hex of board 3 (same convention):
    • 9-1
    • 8-0
    • 6³-6-6 (6)
    • MMG 4-12 B12
    • 44a 6 1PP [4] X11+ (2)

Special Rules:

  • 307.1 No boresighting is allowed.
  • 307.2 There is a roadblock in 3Q8 facing 3Q9.
  • 307.3 Place Overlay A normally on board 3. Place Overlay E normally on board 6. For Overlay L, put M5 on 3N1 and M6 on 3N2. For Overlay F, put M6 on 3W4 and L5 on 3V4. All level one hills that end abruptly on hexsides are played as normal level one hills with moderately steep hillsides (no special rules are required for these hillsides). LOS may be traced along such a hexside between two ground level hexes.

Aftermath: Captain Simmons's troops were able to rebuff the initial German attack. Immediately thereafter, however, a larger German force supported by five tanks continued the attack and were able to drive into Bardenberg. This effectively cutoff most of the 119th, at least for the moment.

Scenario 308: Han-Sur-Neid

Han-sur-Neid, France, November 11, 1944: It will never be known who ordered the charge. Perhaps it was Colonel Burnette, who was mortally wounded as his men neared the 100 foot bridge. Perhaps it was simply the sight of Lt. Edwards' tanks edging across the unblown span that drew the men forward. Amidst a shower of shot and shell, a small band of brave GIs, supported by three Shermans, burst across the bridge "faster than they knew how" and then hunkered down to defend the narrow approach.

Board Configuration: Boards 1 and 7. Only Rows A-Q inclusive are playable.

Victory Conditions: To win, the German must kill, capture, or currently have broken at game's end all US squads, plus destroy or force abandonment of all US AFVs OR, instead of the previous conditions, enter 7I1 with one unbroken German squad and leader on foot. The US player wins by avoiding German Victory Conditions.

Turn Record Chart: U.S. sets up first. U.S. moves first. Game length: 7 turns, then END.

Forces:

  • Elements of the 11th Panzer Division enter by group as per 308.5 (counters as printed; the red figure beneath a counter is its quantity):
    • Group 1:
      • 75 4/2 tank counter, printed 13 (-1) (-1) (2)
    • Group 2:
      • 9-1
      • 5²-4-8 (3)
      • LMG 2-8 B12 (2)
      • 44a [3] (2)
      • 75 tank counter, printed 13 (0) (-1) (3)
    • Group 3:
      • 8-1 (2)
      • 4¹-6-7 (6)
      • LMG 2-8 B12 (3)
      • 44a [3] (4)
    • Group 4: No arrival this turn.
  • Elements of the 317th Infantry Regiment with tanks of 68th Tank Battalion [ELR:4] set up within five hexes inclusive of 7I9 (same convention):
    • 9-2
    • 8-1
    • 1-4-9 (the infantry counter label is small on the scan)
    • 6³-6-7 (4)
    • 44a 6 1PP [4] X11+ (2)
    • 9 (△) B12
    • 75 tank counter, printed 13 (-1) (1) 2/2/4

Special Rules:

  • 308.1 The river is deep and without current.
  • 308.2 There is a wooden, one lane bridge from hex I2 to hex I8. No US unit of any kind may enter any bridge hex. No German vehicles may enter any bridge hex. The US player may not attempt to destroy the bridge.
  • 308.3 No boresighting is allowed.
  • 308.4 The US player has one 105mm OBA module.
  • 308.5 At the beginning of each German RPh, the German player picks one chit from a set of four numbered from 1-4. After picking the chit it is discarded and a die is rolled. On a die roll of 1-2, the cited German force enters on any hex or hexes of the South edge of Board 1. On a die roll of 3-4, it enters the East edge; on a die roll of 5-6, it enters the North edge of Board 1.
  • 308.6 All multihex buildings are level one.

Aftermath: The large number of wounded lying on the narrow bridge prevented any further crossing by US tanks. The continued battering of the far shore by German artillery limited infantry reinforcements to small handfuls of resolute men. Nonetheless, the GIs were able to beat back a series of uncoordinated German attacks. By nightfall, the process of clearing the bridge had been completed and American tanks and armored infantry streamed into the town. The next day the 6th Armored and 80th Infantry Divisions were ready to attack out of the precious bridgehead.

Scenario 309: The Roer Bridgehead

Koerrenzig, Germany, February 23, 1945: The GIs had been poised before the Roer for days. German engineers had skillfully blown the upriver dam floodgates so that the Roer had run fierce and wide. Now, with the river still in flood but navigable, the concentrated might of the US Army would try to cross the Roer into Germany's heartland.

Board Configuration: Boards 4, 7, 3 and 5, as laid out on the card (board 4 top left, board 7 top third column, board 3 bottom second column, board 5 bottom right).

Victory Conditions: The US player wins if there are no unbroken German squads free of melee within ten hexes and possessing a clear LOS to any portion of the US crossing point (see 309.2) and no unbroken German leader with a functioning radio and a clear LOS to any portion of the crossing point. Note that smoke blocks the clear LOS of artillery observers but does not affect the ten hex ban on German squads. The German player wins by avoiding the US Victory Conditions.

Turn Record Chart: Sequential setup. German moves first. Game length: 11 turns, then END.

Forces:

  • Elements of the 59th Infantry Division set up second on any full hex of board 3 not adjacent to a US unit (counters as printed; the red figure beneath a counter is its quantity):
    • 9-1
    • 8-1
    • 8-0 (2)
    • 4¹-6-7 (16)
    • 2-3-7 (2)
    • 1-8-8 (printed -2)
    • MMG 4-12 B12 (2)
    • LMG 2-8 B12 (6)
    • 44a [3] (6)
    • 7 (△) B12 (2)
    • "?" counter (8)
    • AT 50L (2)
    • AT 75L (2)
  • Elements of the 183rd Division enter on any North edge hex or hexes of board 4 on turn 7 (same convention):
    • 9-1
    • 8-0
    • 4¹-6-7 (9)
    • LMG 2-8 B12 (3)
    • 44a [3] (3)
    • 8 [4] X9+
    • 75L 13 (-1) (-1) 4/2/4 (2)
  • Elements of 84th Infantry Division [ELR:4] set up first on any whole ground hex on the North bank of board 7 within eight hexes of each other:
    • 9-2

Special Rules:

  • 309.1 There are no island hexes. Consider such hexes as open river instead.
  • 309.2 The US crossing point can be any contiguous five letter rows of river bank on both sides of the Roer and all river hexes in between. There must be an unbroken US squad within each of these two riverbank areas at scenario end. (An example of a possible crossing point would be the water and riverbank hexes of rows H, I, J, K and L.) The US player must secretly record his crossing point before the game and reveal it at game's end. He may cross outside this area; the crossing point is used for victory purposes only.
  • 309.3 The river is deep, running at normal level (for purposes of terrain only; Board 7 actually represents the Roer, swollen beyond its normal banks) and with a strong current flowing west. The weather is clear, with a mild breeze blowing from the northwest. The environment is wet.
  • 309.4 LVTs may not carry both a jeep and 57L ATG.
  • 309.5 Marsh hexes are treated as clear terrain. They represent areas wet by the swollen run of the Roer.
  • 309.6 The offboard artillery allowance for the US player is one module of 80mm, one module 105mm, and one module 155mm OBA. All US artillery modules have plentiful ammunition.
  • 309.7 The German offboard artillery is one module each of 80mm and 105mm OBA. Normal ammunition supplies are in effect.

Aftermath: The first American wave crossed without opposition. Each successive wave drew greater fire but the Germans were unable to stem the torrent of GIs. US attempts to use WP proved ineffective, but a heavy cloud of low-lying smoke screened most amphibious movement. Unable to hold the riverbank, the Germans did, finally, mount an armored counterattack. Without a treadway bridge, the Americans were forced to rely on towed ATGs, artillery and bazookas to drive the panzers back into Baal. Fortunately, they were able to do so and the following day another flood crested . . . that of US armor driving north to the Rhine.

  • 8-1 (3)
  • 8-0 (2)
  • 7-0 (2)
  • 6³-6-6 (25)
  • 2-3-6 (2)
  • HMG 8-20 B12 (3)
  • MMG 4-12 B12 (5)
  • 9 (△) B12 (2)
  • Mortar 60 counter (2)
  • 45a 6 WP6 [5] 1PP X11 (8)
  • AT 57L (2)
  • 14 (0) (-1) 75 4/2 vehicle (captured)
  • 18 (-3) 20L (4) -/2 vehicle (captured)
  • 24 (★) 1S/7PP vehicle (2, captured)
  • 15 (★) 2S/12PP vehicle (captured)
  • 35 1C/1SW vehicle (captured)
  • 75 tank counter, printed 13 (-1) (2/2/4)
  • 76L tank counter, printed 15 (2) (-1)
  • 8-1
  • 6³-6-7 (5)
  • MMG 4-12 B12
  • 45a 6 WP6 [5] 1PP X11 (2)
  • Elements of 84th Infantry Division [ELR:4] set up last on any whole hex of board 5 although vehicles may not start in a building or woods hex:
    • 10-2
    • 9-1
    • 8-1 (3)
    • 8-0 (3)
    • 6³-6-6 (24)
    • 2-3-6 (2)
    • HMG 8-20 B12
    • MMG 4-12 B12 (4)
    • 45a 6 WP6 [5] 1PP X11 (5)
    • 9 (△) B12 (3)
    • 41 (★★) 1C or 5PP vehicle (2)
    • AT 57L (2)
    • 12/3 (-4) (-5) 38/15PP vehicle (4)
    • 14/3 (-4) (-5) 2S/8PP vehicle (4)
    • 14 (2) (-1) 75 2/2/4 vehicle (2)
    • 15 (2) (-1) 76L vehicle (2)
    • 15 (2) 1 (-2) 76L vehicle (2)
    • 15 1 (-2) 90L -/-/4 vehicle